Magic and Telekinesis!

Post » Fri Feb 18, 2011 7:05 pm

yo.

after hearing Mr. toddester's interview I was 90% glad 10% pissed (because of spears thing :P), but no matter since I'm a magic user anyways.

what I like, I mean REALLY LIKE is that spell customization is GONE which means we have 85 UNIQUE SPELLS <<<<<<< hell YAH :celebration:

I'm kinda worried about telekinesis however, is it in! will it be as cool as dark messiah! will it be uber lame like in OB and MW??? Many questions indeed.

I would love to see telekinesis become an awesome magic combat spell of DEATH, throwing rocks, barrels, sarcophagi, even creatures if we have a large magicka pool and enough skill.

so will there be telekinesis ??? or not????

if yes will it be useful?

we have to wait and see.
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LuBiE LoU
 
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Post » Sat Feb 19, 2011 5:06 am

Man, I really hope telekinesis is awesome too :foodndrink:

Was there any point to it in Oblivion?
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Auguste Bartholdi
 
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Post » Fri Feb 18, 2011 6:38 pm

I don't now. They are experimenting with that dragon-shout that throws people away. It would seem not that unlikely that if they have the effect working nicely, they might try variations of it in an actual spell. :)
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Janeth Valenzuela Castelo
 
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Post » Fri Feb 18, 2011 6:26 pm

Yeah, I'd love Telekinesis to be powerful. I could be like a Jedi! :P
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Emma Copeland
 
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Post » Sat Feb 19, 2011 10:13 am

Man, I really hope telekinesis is awesome too :foodndrink:

Was there any point to it in Oblivion?


in OB I could not even use it to pull levers or move the blue stone thingies in the ruins :(
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Calum Campbell
 
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Post » Sat Feb 19, 2011 6:02 am

I'm expecting someething like Bioshock, and that is NOT lame :P

Also, take into consideration that all spells will have multiple different forms, so in reality we'll get like 85 * 4 different spells in the former sense of the word! At least that's how I interpreted it.
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RaeAnne
 
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Post » Sat Feb 19, 2011 4:18 am

The problem with that in oblivion was that even a tiny PushActorAway was gamebreaking, because you could cast it so much faster than they could ever hope to get back up. As it's already been confirmed that combat features more physics based elements, like shield bashing not just triggering a canned stagger animation but rather using Havok to simulate the effects - hell yeah telekinesis.
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Steven Nicholson
 
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Post » Sat Feb 19, 2011 2:24 am

I'm expecting someething like Bioshock, and that is NOT lame :P

Also, take into consideration that all spells will have multiple different forms, so in reality we'll get like 85 * 4 different spells in the former sense of the word! At least that's how I interpreted it.


not to mention the variations the perks might add as well.

11.11.11 seems so far away :P

this is the only reason man should invent the time machine for, to play games without w8ing for release dates :P.
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Connor Wing
 
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Post » Sat Feb 19, 2011 6:04 am

I'm totally in favor of completely over the top magic. For people of high skill levels. If you've got an atronach high elf with 100 in all magic skills, you should be able to put on some serious firework shows.

The way I see it, when I play a fighter it's because I want to play a fighter. I want to play melee combat, that's all fine and dandy. But it gets me all up in arms when people start talking about "balance" in relation to magic. [censored] that. Mage characters = vulnerable to melee and marksman attacks, but given some time in combat they can unleash a torrent of magic. Outside of combat they should be able to do huge jumps, levitate, etc. It's a role playing game, don't limit magic for "balance," if I want to be able to invest the time into making a very powerful sorcerer, then let me. Please don't bottleneck me into playing some crappy spell-sword for "balance" purposes. People dedicated to making a magic-only character should be able to wind up with a very powerful result, but it should require more time and effort to train such a character.

With telekinesis, it should probably be moving small objects (bottles, plates) -> activating doors and switches -> moving large objects (boulders and furniture) -> moving people. In that order. It should start out as a modest skill, but High level people with large magicka pools should be able to do some real havok with telekinesis.
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kevin ball
 
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Post » Fri Feb 18, 2011 8:02 pm

They could make the Telekinesis spell Specialized, a General spell for moving things around, and a Combat-Related Spell which has its own characteristics.

For example, you are battling some monster in the lower regions where there is no snow, only some rocks and other debris... You cast the spell and immediately (since you're using the Combat version) the number 1, 2, and 3 appear on your HUD. You click 1 for a rock sitting on a ground, 2 for a tree limb above you that seems kind of dry and brittle, and 3 is for the monster's own weapon, to see if you can rip it out its hand and toss it away.

Say you choose 1, the game assigns an animation sequence to the rock. The creature gets a chance to see it coming if the rock is 180 degrees in the their line of sight and if it sees it, it gets a chance to duck the stone. Otherwise the stone pluncks it in the head and has whatever affect that size rock would have. At low levels, maybe you can't lift more than 10 pounds. But later, you could hurl a 50 pound rock, or a 100 pound rock, at your enemy for an insane amount of damage if it lands successfully.

Say you pick 2, the game determines that branches brittleness and if sufficient, the branch breaks off and becomes like a club or a spear, only since it's striking from the top down, the creature can't see it coming, and maybe the damage is doubled or something.

Say you pick 3, the game tries to wrestle the monster's weapoon away from it. However, additional checks are needs since this is an RPG. So it checks against that monster's strength, it's agility (how fast can it react to what is going on), and determines a degree of difficulty. Then your character has to roll against your Power Level (a number that is determined by Level, Mana Points, and the number of spells you know). The two are pitted against each other and then at that time, your luck scores are attached to this equation and a random dice roll based on your luck helps to determine if you have the power to wrestle the weapon away. If so, it goes flying out of its hand and impales itself in the monster's back, or gets tossed away, depending on the successfulness of your roll and all the other factors.

The spell would work by searching the immediate environment (within your range useage of the spell) for items that could be used to attack (from a list hard-coded into the spell) ... and assign number on the keypad to them. You then have 3 seconds to make your best choice based on which you think will have the greatest affect. The games handles the rest quickly as you try to block the monster's next swing....
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Michael Russ
 
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Post » Fri Feb 18, 2011 6:41 pm

That sounds rather clunky an unintuitive. You'd think it would just be context sensitive. If you point it at the monster, you'll give him a telekenisis shove, or you'll pick him up. if you aim at his arm or club, you can disarm him. Likewise if you are looking at an object, switch, or door, you'll either pick it up or activate it.
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Juanita Hernandez
 
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Post » Fri Feb 18, 2011 11:26 pm

That sounds rather clunky an unintuitive. You'd think it would just be context sensitive. If you point it at the monster, you'll give him a telekenisis shove, or you'll pick him up. if you aim at his arm or club, you can disarm him. Likewise if you are looking at an object, switch, or door, you'll either pick it up or activate it.


yes this sounds better.

just imagine lifting a barrel then maneuvering it over a camp fire and then throwing it at the enemy.

or lifting a rusty sword from the ground and it starts to spin as you hold it afloat between your hand and then BAM you throw it like a spear of death.
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Erich Lendermon
 
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Post » Fri Feb 18, 2011 11:19 pm

That sounds rather clunky an unintuitive. You'd think it would just be context sensitive. If you point it at the monster, you'll give him a telekenisis shove, or you'll pick him up. if you aim at his arm or club, you can disarm him. Likewise if you are looking at an object, switch, or door, you'll either pick it up or activate it.


The way I've seen mods do it is for casting telekinesis to pick up items and activate objects, and if you cast it on a person you can either left or right click to push towards or pull away. In skyrim I'd totally expect something similar, except continuing to hold down the cast button should let me try and pick actors up, with the chance obviously modified by their own magical skill and resistance, as well as other things like weight. Of course, by making this the "continuous" action of telekinesis you effectively remove its combat usefulness when facing more than one melee opponent, so it shouldn't be overpowered either.

edit: And, of course, it should happen to you too!
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Alex Vincent
 
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