please explain how less weapon types, armor slots, no spellm

Post » Mon Jun 20, 2011 7:18 pm

The perk trees are the one trick pony designed to replace all other rpg elements

They have guardian stones are just the same as the oblivion shrines, no real difference

They removed several pieces of armor that existed in morrowind

They removed attributes

They removed birth sign


Its not more complex, not even close

No, just attributes. And birthsigns too I suppose.

Completely false. I think you mean birthstones? Guardian stones do something completely different as far as we know. All that's confirmed is they boost skill progression, exactly like Major skills.

That is not character creation or development.

They added perks. Which do way, way more.

They added perks. I believe they also mentioned that race plays a more important part, so larger differences between races will make up for some loss of birthsigns.

Your argument is a one trick pony.
User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Mon Jun 20, 2011 7:23 pm



Its not more complex, not even close



Where did you get a copy of the game to make that assumption?
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Mon Jun 20, 2011 8:31 pm

The perk trees are the one trick pony designed to replace all other rpg elements

They have guardian stones are just the same as the oblivion shrines, no real difference

They removed several pieces of armor that existed in morrowind

They removed attributes

They removed birth sign


Its not more complex, not even close


Guardian Stones - Birth signs, but you have to find them

Perks - Not necessarily a one trick pony. Sometimes less is more. For example, people are complaining about the switch from blades and blunt to one-handed and two-handed. Well first of all using a one handed sword and a two handed sword are far different, and second you are getting more out of leveling each weapon skill. You get perks that allow you to do special moves that make you feel more powerful, and that your character is actually learning something, not just getting stronger doing the same back and forth swinging motions.

Armor Pieces - Not a big deal at all, plus this reduces clipping issues

Attributes - Everyone runs, everyone jumps, magicka and intelligence SHOULD have been the same thing in the first place, though I agree that agility should have stayed.
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Mon Jun 20, 2011 12:53 pm

I never made one OPed spell. Therefore if you dont like it, dont use it. If you think its OPed, dont make OPed spells. Level scaling was the bane of vanilla spells, not spell creation.


I never felt like level scaling made the vanilla spells bad... my most recent playthrough of unmodded Oblivion I played all the way to the end game (300 hour file) using only vanilla spells the whole time, and they felt more than powerful enough, I never needed anything stronger.

While you could argue that I should just not use a game mechanic that I feel is OP, when there are so many of them in a game (not only spell creation, but also stuff like 100% chameleon, 100% physical damage reflection, and others) it reaches a breaking point. How much of the game should I have to restrict myself from in order to experience balanced gameplay? IMO the correct answer is "none"... if they were to bring back spell creation I would think it would need to be thoroughly reviewed and tested for balance
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Mon Jun 20, 2011 8:47 pm

The perk trees are the one trick pony designed to replace all other rpg elements

They have guardian stones are just the same as the oblivion shrines, no real difference

They removed several pieces of armor that existed in morrowind

They removed attributes

They removed birth sign


Its not more complex, not even close


If thats seriously all, then i think theyre ahead by a fair shot.


You people obviously dont recognize the amount of stuff that has been improved and added.

Also, because i know people tl dr my posts, i'll say it again...

Modern day graphics, are easilly 10x more difficult and time consuming. Especially when the average [censored] fan will complain and cry if theres the slightest imperfection. Back in the morrowind days, it probably took a few hours to touch up and complete a working model piece. Now it can take dozens upon dozens hours just to make a single object.

But who cares? your not doing the work... Right?
User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Mon Jun 20, 2011 6:55 pm

Are you stupid?
I hate to revert to name calling but you're blatantly and purposely ignoring everything I'm saying.
Let me talk a little more simply for you, seeing as you must not be able to understand things I've mentioned before.

If spell making was in, chances are we couldn't have both a fire ball spell and a flame thrower spell.
I rather have 2 different unique fire spells than several glowing yellow balls that do X damage.

I rather have an icicle throwing spell and a frost wind spell than a blue glowing ball that does Y damage.

Am I stupid? Im not the graphics hound only worrying about magic animations, so I dont see how I could be. I can use my imagination, I dont need gimmicky Fable 3 animations. Id rather have the almost limitless possibilities of spell creation than a set number of spells that will get old after X amount of characters.

The fact stands, no matter how you cut it, removing spell creation limit the game, effectively dumbing it down.
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Tue Jun 21, 2011 2:40 am

If there removing spellmaking making because its too "spreadsheety", then what are they going to do about alchemy? How will crafting and enchanting not be too spreadsheety?
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Mon Jun 20, 2011 11:58 am

There's no reason Spellmaking, and the current spell system can't work. They obviously have to "Make" The spells as it is. It's just up to Bethesda to decide if they want to put resources into creating the in-game generation techniques for the complicated novelty spells. And I don't mean to sell the importance of the feature short by calling them novelty spells, but they themselves do not add any tangible gameplay, which would be a solid argument if this weren't an RPG.
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Mon Jun 20, 2011 12:18 pm

Am I stupid? Im not the graphics hound only worrying about magic animations, so I dont see how I could be. I can use my imagination, I dont need gimmicky Fable 3 animations. Id rather have the almost limitless possibilities of spell creation than a set number of spells that will get old after X amount of characters.

Once again you completely ignored my point.
Take the idea that I want visuals out of you head. A flame thrower spell and a fire ball spell are gameplay related.
They are different, and add more unique spells to the game.

Want to know what got boring? If I wanted a fire spell my choices were fireball.
That's it.
Take your head out of your ass and look at a different point of view.
Gameplay > RPing.
Not many people RP anyway.
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Mon Jun 20, 2011 9:19 pm

Am I stupid? Im not the graphics hound only worrying about magic animations, so I dont see how I could be. I can use my imagination, I dont need gimmicky Fable 3 animations. Id rather have the almost limitless possibilities of spell creation than a set number of spells that will get old after X amount of characters.

They are not just animations, they are effects. All we had in Oblivion was a target-based projectile or touch-based attack. Neither of these worked like the flamethrower, which can be held to deal continuous damage in an area in front of the caster. Neither of these worked like the Chain Lightning spell, which apparently can be charged up and may bounce between a certain number of nearby enemies. Neither of these worked like the Circle of Protection that we've seen, which placed a continuous Turn Undead effect in an area around the player. Neither of these worked like the Frost Rune we've seen, which places a trap on the ground set off by enemy movement. All target spells worked like the fireball we saw. All of them. And this is just 5 of the 85 different spells in the game. What will the other 80 do? I can't wait to find out.

This added variety, not just in animation but function, trumps spellcrafting in my opinion.
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Tue Jun 21, 2011 3:45 am

While it would be disappointing with no spell creation to call it "dumbing down" is over the top in my opinion. As far as the greaves thing goes I don't mind as long as we have pants and shirts and such we can use separately. If every single outfit in the game is one slot like that it will annoy me very greatly, however. Why shouldn't my character be able to take off just his pants, or just his shirt? I know some people call that "Barbie" but really I don't care, it added to the game to me to go into my house and change out of my armor and into civilian clothes, and as I took off each piece it added to the RP experience that I could see the various pieces come off as I put them in the closet and put on more normal clothes. I don't care if that was dorky it was fun.

The weapon thing I think sounds like a good change.
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Mon Jun 20, 2011 11:54 am

The perk trees are the one trick pony designed to replace all other rpg elements

They have guardian stones are just the same as the oblivion shrines, no real difference

They removed several pieces of armor that existed in morrowind

They removed attributes

They removed birth sign


Its not more complex, not even close


Honestly, I am playing morrowind for the first time right now, and having things like seperate pauldrons do nothing but annoy me honestly. It just ended up being clunky with me trying to find the right shoulder pads that fit my outfit. They have stones that help you focus on warrior, thief, mage, which... isnt that essentially birth signs? Plus, with birth signs, there were only 4-5 that were really worth your time, and it never really seemed like a big deal to me. Just because they take away an armor slot doesnt take away from complexity, because for ME, personally, I dont want seperate pauldrons
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Tue Jun 21, 2011 4:06 am

Once again you completely ignored my point.
Take the idea that I want visuals out of you head. A flame thrower spell and a fire ball spell are gameplay related.
They are different, and add more unique spells to the game.

Want to know what got boring? If I wanted a fire spell my choices were fireball.
That's it.
Take your head out of your ass and look at a different point of view.
Gameplay > RPing.
Not many people RP anyway.

You've yet to make a point. You just keep saying that having less is more, when its obviously not. Spell creation adds a layer of depth to the game, removing it dumbs it down and makes it more linear.

They are not just animations, they are effects. All we had in Oblivion was a target-based projectile or touch-based attack. Neither of these worked like the flamethrower, which can be held to deal continuous damage in an area in front of the caster. Neither of these worked like the Chain Lightning spell, which apparently can be charged up and may bounce between a certain number of nearby enemies. Neither of these worked like the Circle of Protection that we've seen, which placed a continuous Turn Undead effect in an area around the player. Neither of these worked like the Frost Rune we've seen, which places a trap on the ground set off by enemy movement. All target spells worked like the fireball we saw. All of them. And this is just 5 of the 85 different spells in the game. What will the other 80 do? I can't wait to find out.

This added variety, not just in animation but function, trumps spellcrafting in my opinion.

Learn more about spell creation then, becasue I can replicate most of those effects. Plus this new system plus spell creation is better than just this system. It will effectively limit the number of builds I can make.
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Mon Jun 20, 2011 5:27 pm

They are not just animations, they are effects. All we had in Oblivion was a target-based projectile or touch-based attack. Neither of these worked like the flamethrower, which can be held to deal continuous damage in an area in front of the caster. Neither of these worked like the Chain Lightning spell, which apparently can be charged up and may bounce between a certain number of nearby enemies. Neither of these worked like the Circle of Protection that we've seen, which placed a continuous Turn Undead effect in an area around the player. Neither of these worked like the Frost Rune we've seen, which places a trap on the ground set off by enemy movement. All target spells worked like the fireball we saw. All of them. And this is just 5 of the 85 different spells in the game. What will the other 80 do? I can't wait to find out.

This added variety, not just in animation but function, trumps spellcrafting in my opinion.


was 85 spells confirmed?

Well anyways, I would like a combination of both animations and creation, but maybe some limitations to not completely make vanilla spells useless
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Mon Jun 20, 2011 4:29 pm

was 85 spells confirmed?

Well anyways, I would like a combination of both animations and creation, but maybe some limitations to not completely make vanilla spells useless


Not 85 spells, 85 effects, like oblivion having 83
User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Mon Jun 20, 2011 7:43 pm

I'm looking forward to the next one when they remove that clunky "level system."
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Mon Jun 20, 2011 2:27 pm

Not 85 spells, 85 effects, like oblivion having 83


oic
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Mon Jun 20, 2011 7:59 pm

oic


I thought the same thing at first and I was just like "ARE YOU KIDDING ME?!"
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Mon Jun 20, 2011 4:13 pm

Forgive me if this has already been touched on elsewhere, but I don't remember seeing specifically that there's no spellcrafting in Skyrim? I've been researching this game a lot but I don't remember ever reading that anyone confirmed that spellcrafting/making wouldn't take place in the game in some form or another.

Also, in regards to the whole hating spears being taken out since Morrowind, has there been any information regarding polearms revealed yet? I've read multiple sources that mention polearms being in the game, so perhaps this could mitigate the effects of spears being taken out of the game to some degree?

I'd appreciate it if someone could clear up my confusion on these two matters.
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Mon Jun 20, 2011 1:23 pm

You've yet to make a point. You just keep saying that having less is more, when its obviously not. Spell creation adds a layer of depth to the game, removing it dumbs it down and makes it more linear.

No, I'm saying more is more.

oblivion had touch, and projectile.
Skyrim has flamethrower, rune traps, and fire ball.

Last I checked, 3 > 2

You just want to be able to put 2 effects together for RP reasons.

You want this game to be tailored to hard core role playing.
I want it to have better, unique, strategic spell gameplay.

There's my point.
Gameplay > Role Playing.
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Tue Jun 21, 2011 12:02 am

Forgive me if this has already been touched on elsewhere, but I don't remember seeing specifically that there's no spellcrafting in Skyrim? I've been researching this game a lot but I don't remember ever reading that anyone confirmed that spellcrafting/making wouldn't take place in the game in some form or another.

Also, in regards to the whole hating spears being taken out since Morrowind, has there been any information regarding polearms revealed yet? I've read multiple sources that mention polearms being in the game, so perhaps this could mitigate the effects of spears being taken out of the game to some degree?

I'd appreciate it if someone could clear up my confusion on these two matters.

You are correct, it hasn't been confirmed out yet, but it looks like it will be.
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Mon Jun 20, 2011 11:32 pm



Learn more about spell creation then, becasue I can replicate most of those effects. Plus this new system plus spell creation is better than just this system. It will effectively limit the number of builds I can make.



While I agree with your points on spellmaking, when you choose to word your statements in such a way, you come off as a selfish crybaby. You should make it clear that it's not just "you" who's being effected. Even if I'm not going to use the whole Novelty spells from spellmaking, not having spellmaking effectively limits the builds I (or anyone) can make.


I just think you'd be a lot more effective in arguing if you didn't choose to make yourself sound so pretentious. It's a shame to see such a good point discredited by the author's tone.
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Mon Jun 20, 2011 11:33 am

No, I'm saying more is more.

oblivion had touch, and projectile.
Skyrim has flamethrower, rune traps, and fire ball.

Last I checked, 3 > 2

You just want to be able to put 2 effects together for RP reasons.

You want this game to be tailored to hard core role playing.
I want it to have better, unique, strategic spell gameplay.

There's my point.
Gameplay > Role Playing.

There's more possibilities with spell creation than without. Its not "tailored to the hardcoe", its optional, want to use it, then do. Spell creation adds uniqueness and strategy.

While I agree with your points on spellmaking, when you choose to word your statements in such a way, you come off as a selfish crybaby. You should make it clear that it's not just "you" who's being effected. Even if I'm not going to use the whole Novelty spells from spellmaking, not having spellmaking effectively limits the builds I (or anyone) can make.


I just think you'd be a lot more effective in arguing if you didn't choose to make yourself sound so pretentious.

I dont need to state the obvious. Selfish Crybaby? I advocate all players that want to get everything out of their experience through multiple characters. Anybody that knows me, knows this. If they dont, then I dont care.
User avatar
LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Tue Jun 21, 2011 3:59 am

While I agree with your points on spellmaking, when you choose to word your statements in such a way, you come off as a selfish crybaby. You should make it clear that it's not just "you" who's being effected. Even if I'm not going to use the whole Novelty spells from spellmaking, not having spellmaking effectively limits the builds I (or anyone) can make.


I just think you'd be a lot more effective in arguing if you didn't choose to make yourself sound so pretentious.


........seriously are you Dr. Killinger? Cause every one of your posts have been spot on
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Mon Jun 20, 2011 7:42 pm

There's more possibilities with spell creation than without. Its not "tailored to the hardcoe", its optional, want to use it, then do. Spell creation adds uniqueness and strategy.

It's not a matter of me not wanting to use it.
It seems there is a choice between how skyrim does spells, and how oblivion/ morrowind does spells.

I'm saying I prefer the new way for reasons I've stated.
I wish we could have spell making in addition to how skyrim is doing it, but that doesn't seem likely.
I feel having the option of completely different effects, is better than the ability to make the AoE slightly higher.
User avatar
..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

PreviousNext

Return to V - Skyrim