1up article new info about magic combinations

Post » Tue Mar 29, 2011 11:01 pm

The difference that I see is that spell creation was very much like picking out an item. "I need something better than this iron sword, but not too expensive. Steel will do." How many times in Oblivion did you go into a spell store just to buy the certain effects that you wanted to make a different spell. Sure you got exactly what you wanted, but there was no "magic" in it anymore (as Todd put it). With this new combining of spells, you have to experiment with things. "Oh, I wish I could get my fire spell to radiate out like my shockwave. Wait a minute. *Combines fire with shockwave* Oh, hell yeah!" To me magic should be fairly unknown. If it isn't, it feels more like physics to me.

The other things this will prevent is a spell book of hundreds of slightly different spells.


Magic, in Tamriel, is very much like physics.
The natural laws, earthbones, are semi sentient and can be manipulated by magic.
To me, crafting spells was very wizardly. I imagined myself carefully calculating mathemagics to get things just right, and then inscribe a spell I had researched and crafted myself into my own personal grimoire.
Not just that the spell was my very own creation, also that I could name it "Merari's blight" if I so chose, made it very magical to me.
Wizards are brilliant men spent all day over some obscure text, acid stains in their beard from careless potion making, dribbly candles and occult parafernalia strewn about.

The new system seems very intuitive and has flow and style, but its not spellmaking.
I think it will work great though. I very much liked the shock shield idea from the article and started imagining about possibilities.
It certainly sounds like something Im going to enjoy.
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HARDHEAD
 
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Post » Wed Mar 30, 2011 3:50 am

So..when you combined a lightning spell *offensive* with a shield spell *defensive* you get a..shield that does damage?
That is simply baller.
I am impressed.
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Brandon Bernardi
 
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Post » Wed Mar 30, 2011 2:54 am

None of this information is new. Giant Bomb's Brad Shoemaker told us all of this this on Monday.
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Channing
 
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Post » Wed Mar 30, 2011 12:20 pm

I hope Telekinesis + a projectile spell becomes a projectile that you can control telekinetically.

Well just like this one I see.
Doc Magic
http://www.youtube.com/watch?v=0IsXqcUlv_g
http://www.youtube.com/watch?v=5XK5A1EiFEw
http://tesnexus.com/downloads/file.php?id=23813

Well if we still can create spells in CS there can be large expand of spell combinations, just let us change and create spells in CS with spell effects and scripts.
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Christine Pane
 
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Post » Wed Mar 30, 2011 6:38 am

It is indeed funny that we went from: "we dont need spell creation. We never used it. It wasnt useful. Cool looking spells are great."
To: "Yes! Now I can combine a shock and a shield spell! epic!"

:brokencomputer:

I guess a division can be made into a group that worships every Bethesda utterance and wants to squash any disagreement, and a group that is (sometimes overly) sceptical and wants to have a debate.
I know I like the debating side more, but thats personal preference.

I do like the news about spell combinations. Maybe, just maybe, it will be as imaginative and fun to use as spellmaking was for me, and it certainly sounds like it makes for great gameplay.


Only this method of spell creation is completely different from just combining 5 spells into 1 generic blob ....

Its active and dynamic. You do it as you go and it requires you to use your second hand. It has major gameplay implications rather than just spamming the spell-creation with effects and throwing gold at it.
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Lovingly
 
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Post » Wed Mar 30, 2011 1:57 am

Only this method of spell creation is completely different from just combining 5 spells into 1 generic blob ....

I'm sorry you have no creative imagination and couldn't make better, more interesting spells. I made plenty.
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Leonie Connor
 
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Post » Wed Mar 30, 2011 6:05 am

Only this method of spell creation is completely different from just combining 5 spells into 1 generic blob ....

Its active and dynamic. You do it as you go and it requires you to use your second hand. It has major gameplay implications rather than just spamming the spell-creation with effects and throwing gold at it.



and if you searched the spellmaking threads here in the Skyrim section you'd probably come across my take on Spell creation for Skyrim which is leauges better then spamming the same spells over and over and completely ties in with previous title magic effectts AND how Skyrim is handling Magic, so much so that should this play Out, modding in Spell creation is a relative snap as a concept., its only now that they are trying out spell combos and thats not even apart of the game because as you read in the article he said the anims were off because this wasnt possible to begin with.
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Spooky Angel
 
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Post » Wed Mar 30, 2011 1:51 am

This one part caught my attention:

Before you accuse Howard and his team of babying the game, he points out, "We stripped the attributes to the core health, magicka, and stamina. Before you tell me, 'you took away Intelligence!' I would say, 'but why are you raising Intelligence? Probably to raise your magicka, right?' It was just a trickle-down effect. So now, instead of raising attributes to raise other attributes, you focus purely on the core three you were raising anyway."


I really have no problem with getting rid of attributes, but I didn't raise INT just for magicka, just like I didn't just increase Strength to up my Fatigue. I raised it to carry more and do more damage. I raised Speed so I could move faster not because it had any effect on Health, Magicka, or Stamina.

Anyway, the part about the illusion/frenzy (?) part seemed interesting if they were able to do it without line of sight. Hope they release more info on how magic works soon.
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renee Duhamel
 
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Post » Wed Mar 30, 2011 1:43 pm

I didn't just say that magic was okay without spellmaking in Skyrim, I said that it would be okay due to the fact that you could use two spells at the same time. Now, if those spells actually interact with each other and have secondary effects if we use them at the same time, that's even better.

Before fighting, a mage would have to do research and test different combinations in order to make sure you didn't hurt themselves. There could actually be a little research that the player had to do, instead if imagining them doing research as they combine spells with a menu.

Also, asking for spellmaking + spell combinations sounds undoutabily the most selfish thing I've ever heard. How many combinations would have to be coded in? What would a Heart Attack Spell look like when combined with a C4 spell? How could such a system even be configured? Menu's? Real time? You can call my opinion bogus all you want, but without an explantion of how such a magic system would even be possible I really don't think it could be done.

The game would have to be completely focused on magic, that's for sure. And that's only the start of it.

I for one, would much rather have a spell system where you really have to do some trial and error. Do some real research and discover which spells work best with other ones. Which combinations would not be a good idea to combine. Maybe holding the fire spell down cast a flamethrower, but then just tapping the ice spell to send and ice ball at the enemy will cause the ice to flash to steam and explode in your face. But holding both down equally will create a water jet. Maybe holding the ice spell down and just tapping the fire spell could just weaken the ice spell.

And then things like restoration and destruction would damage the player no matter the combination they are used in. Just so long as there is some real research involved. Maybe rare tomes could contain a perk that would allow unique combinations that usually would just explode in your face. We'll have to wait and see if it makes it in game. At any rate though, anything is better than a menu.
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Kelvin
 
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Post » Wed Mar 30, 2011 7:52 am

The creation system in Oblivion wasn't really that unique Orzorn. I mean, sure, you could add or combined spells. But it was just like a spreadsheet, a metaphor used often by Todd himself.
At the end of the day, combining the spell effects of Oblivion was lackluster. Add this, take this out. Nothing "exciting" about that I don't think. It was pretty bland to be honest.
You could make mega spells, but those spells were so high in magicka cost that you could only cast them once. That's not very fun to me.
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Richard
 
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Post » Wed Mar 30, 2011 8:44 am

The creation system in Oblivion wasn't really that unique Orzorn. I mean, sure, you could add or combined spells. But it was just like a spreadsheet, a metaphor used often by Todd himself.
At the end of the day, combining the spell effects of Oblivion was lackluster. Add this, take this out. Nothing "exciting" about that I don't think. It was pretty bland to be honest.
You could make mega spells, but those spells were so high in magicka cost that you could only cast them once. That's not very fun to me.

Well in-game created spells has certain limits, but in CS you can achieve true Creation by assembling spell effects and scripts many really interesting spells thats really didn't looks like spreadsheets, but there is must be large variation in spell effects and ability to change many variables and hardcoded functions with spells, even new FX can be added to make spells truly unique.
But we see, from game to game number of spell effects become reduced, schools deleted, more features become hardcoded without ability to change them,
such changes greatly reduce variability for modding.

I fear thats Skyrim become so static, with certain limited basic level of uniqueness without ability expand it more.
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chinadoll
 
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Post » Tue Mar 29, 2011 11:10 pm

even more reason to have spell creation.

I mean people are like omgwtfx this is awesome! spell combos!

and im like :rolleyes: so....a few weeks earlier you are like, Spell creation svcks better to have predetermined spells 85 for 5 schools that are flashy and Dynamic :rock: notice spell combos wasn't possible a few months ago, Todd stated as well as the french mag that combining spells wasnt possible and people where like we better without it anyway.


Now. I see a complete 180


i was in favor of spell combinations back then too (meaning simultaneous effects, such as shield and resist magic in the same spell.) what they're describing now goes well beyond this, and i am pleased.
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He got the
 
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Post » Wed Mar 30, 2011 3:37 am

why do threads about spells always die young?
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Abel Vazquez
 
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Post » Wed Mar 30, 2011 4:55 am

Today is a happy day indeed. I can't wait to combine spells!
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Amy Melissa
 
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Post » Wed Mar 30, 2011 10:53 am

Spell Combinations = 10/10 unless they're imba. :foodndrink:
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Alisha Clarke
 
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Post » Wed Mar 30, 2011 4:18 am

Imagine if spells could be combined http://www.youtube.com/watch?v=ZVsfwDWuDAI. :D


(No I'm not actually expecting it to that amount of detail)
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willow
 
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Post » Wed Mar 30, 2011 9:40 am

Imagine if spells could be combined http://www.youtube.com/watch?v=ZVsfwDWuDAI. :D


(No I'm not actually expecting it to that amount of detail)


even if it's not that detailed, we may end up with thousands of meaningful, varied spell combinations.
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Ernesto Salinas
 
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Post » Wed Mar 30, 2011 9:48 am

Why r u guys still in this thread????
I clicked on this thinking it was new info only to realize it was my own f---ing thread from a week ago...Why is this on the 1st page?
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Javier Borjas
 
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Post » Wed Mar 30, 2011 12:30 pm

Yeah I read the article and it has me pretty excited, because the mage is my favorite style to play.
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CSar L
 
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Post » Wed Mar 30, 2011 12:35 am

Those strike me as more of Shield + Resist Fire/Frost/Shock combinations.


Yeah. Shoulda linked the Morrowind versions instead:

http://www.uesp.net/wiki/Morrowind:Fire_Shield "...Secondly, enemies next to the casting character will be damaged at 1 point elemental damage per 10 points spell strength."

http://www.uesp.net/wiki/Morrowind:Frost_Shield "...Secondly, enemies next to the casting character will be damaged at 1 point elemental damage per 10 points spell strength."

http://www.uesp.net/wiki/Morrowind:Lightning_Shield "...Secondly, enemies next to the casting character will be damaged at 1 point elemental damage per 10 points spell strength."

:meh:
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sarah
 
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Post » Tue Mar 29, 2011 10:32 pm

The Duel Weild magic system with combos reminds me a bit of Magika.
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Vahpie
 
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Post » Wed Mar 30, 2011 5:49 am


any enemy that ran at him got electrucuted when they hit the magic shield around him



at first I was like:
:o
but then I:
:rock:
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Kyra
 
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Post » Wed Mar 30, 2011 1:36 pm

Even if Bethesda ends up not doing much with this, it would be great if the option to mess with this kind of stuff in the construction set would be there.
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Britta Gronkowski
 
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