No more repetitive button mashing to cast the same spell ove

Post » Wed Sep 08, 2010 3:28 pm

The only question is, is it worth preventing me from skill up by casting a spell over and over again, if the price means screwing over gameplay entirely?

Because I can't find a way to prevent myself from playing my way without punishing everyone else.

It would lead to the situation where you would be using the skill legitimately, but was unable to gain skill points because the game thinks you are not using the skill "as intended".

That's the point, really; if making a change screws more people over than help anyone, is it worth the change?

(That's pretty much what happened with levelled rewards in Oblivion: in order to "fix" game difficulty, Bethesda destroyed the entire risk-reward mechanic in the process. Baby, bath water, etc.)


Gospel. Someone unleash the choir and tell them its Amen and Allelujah time.
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Julie Ann
 
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Post » Wed Sep 08, 2010 11:59 pm

I can only speak for myself, but I would be ecstatic if it were confirmed to be impossible in Skyrim to cast unlock repeatedly on a door to raise Alteration, for example. I would be ecstatic because it would mean no more meaningless button mashing.

I would be thrilled to cast my first journeyman Alteration spell after naturally reaching that level from casting open lock in meaningful gameplay situations. (i.e., actually opening locks)

Umm.... just pointing out that I made a bit of an ass out of myself earlier because I was certain that (as it should logically be) it was impossible to gain Alteration experience by casting Open on an unlocked door.

That by way of communicating that in thousands of hours of playing the game, I've never done that, or even thought of doing it, even once.

Since I'm pretty sure that we're both playing the same game, the only reasonable conclusion is that it's not the game's fault.
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kasia
 
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Post » Wed Sep 08, 2010 10:20 pm

I'm saying that if you cast a massive spell it will drain more magicka. The cooldown is in waiting for your magicka to regenerate. Spells will not and should not be tied to the same cooldown as shouts.

Why tied? tied is stupid, it just doesnt let you do anything while waiting for the cooldown to end.
Thats why i said separate cooldowns, you can cast fireball, and while fireball is loading cooldown - use frostball. It will also drain magicka ofcurse.

I dont think anything should drain all of your magicka at one cast of magic, that would be horrible imo.
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sw1ss
 
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Post » Wed Sep 08, 2010 10:27 pm

I dont think anything should drain all of your magicka at one cast of magic, that would be horrible imo.


Our total magicka increases over time as we progress in level.

If the spell system is anything similar to Oblivion's there will be some spells that can be purchased or created, but cost more magicka than the player has. If you want to cast them as soon as you get enough magicka, then clearly one casting of that powerful spell will drain all your magicka.

It's fun to do this and the high magicka cost makes it more balanced against weaker spells that cost hardly any magicka points.

In a sense your magicka level already serves the purpose that a cooldown function would serve, and if you cast the more powerful version of a spell (equipping the same spell in both hands), then I imagine it would have double the magicka cost.
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Kelvin Diaz
 
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Post » Thu Sep 09, 2010 4:02 am

Why tied? tied is stupid, it just doesnt let you do anything while waiting for the cooldown to end.
Thats why i said separate cooldowns, you can cast fireball, and while fireball is loading cooldown - use frostball. It will also drain magicka ofcurse.

I dont think anything should drain all of your magicka at one cast of magic, that would be horrible imo.

Not gonna lie I think cooldown times for spells is a terrible idea. There's really no need since magicka already serves the same purpose.
And if you cast a really high level spell of course it's going to drain all your magicka that just makes sens, if you don't want to drain all your magicka in one shot then you would use a less powerful spell.
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Nitol Ahmed
 
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Post » Wed Sep 08, 2010 5:41 pm

Yes, "mashing" the button down on my keyboard for a long time, or even taping it down or setting something heavy on my keyboard is something I never ever want to have to do in future TES games.


Well, you didn't have to do it - it was actually a form of cheating. But you just couldn't resist the temptation to cheat - so sad :violin:
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Red Bevinz
 
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Post » Wed Sep 08, 2010 11:44 am

Well, you didn't have to do it - it was actually a form of cheating. But you just couldn't resist the temptation to cheat - so sad :violin:


Was it really cheating? I don't think so, in most cases. If you choose to invest hours of your game time "studying and practicing your craft" and advancing certain skills that way. . . so what. Your perogative. Which is what the designers claim to want a staple of the game to be. Doing it your way, like that Sinatra song.
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DAVId MArtInez
 
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Post » Wed Sep 08, 2010 10:08 pm

I fits along the lines as repetitive spells but im hoping that in this one you can actually use the practice dumbies to work on your melee combat and use that to increase your combat as well as have a person teach new things using them instead of the screen going black and then you knowing it.
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Queen
 
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Post » Wed Sep 08, 2010 7:15 pm

How do all,

One possibilty might be base the amount of xp you gain from spells from spell cost. So you practise your spells and gain experience but as you gain those skill levels the cost of the spell lowers (assuming they do this for Skyrim like they did in Oblivion). In this way you could still practise the 'basic' spells but it would take longer than say going out and buying a higher level spell and practising that. This in turn would give your character greater experience points, giving the feeling of 'Hey I'm actually learning more from these newer, powerful spells than my older, weaker ones'. Not sure if this idea could be implemented for other skills as well. i.e. experience for combat skills greater for higher damage inflicted, more sneak experience points if there were more people / more light about whilst remaining undetected etc.

Just a thought at any rate! :smile:
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Carys
 
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Post » Wed Sep 08, 2010 3:01 pm

How do all,

One possibilty might be base the amount of xp you gain from spells from spell cost. So you practise your spells and gain experience but as you gain those skill levels the cost of the spell lowers (assuming they do this for Skyrim like they did in Oblivion). In this way you could still practise the 'basic' spells but it would take longer than say going out and buying a higher level spell and practising that. This in turn would give your character greater experience points, giving the feeling of 'Hey I'm actually learning more from these newer, powerful spells than my older, weaker ones'. Not sure if this idea could be implemented for other skills as well. i.e. experience for combat skills greater for higher damage inflicted, more sneak experience points if there were more people / more light about whilst remaining undetected etc.

Just a thought at any rate! :smile:


That is not without reasoning, Sauron THe Maia. Lol . Not a bad call.
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Sabrina Schwarz
 
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Post » Wed Sep 08, 2010 1:06 pm

One possibilty might be base the amount of xp you gain from spells from spell cost. So you practise your spells and gain experience but as you gain those skill levels the cost of the spell lowers (assuming they do this for Skyrim like they did in Oblivion). In this way you could still practise the 'basic' spells but it would take longer than say going out and buying a higher level spell and practising that. This in turn would give your character greater experience points, giving the feeling of 'Hey I'm actually learning more from these newer, powerful spells than my older, weaker ones'. Not sure if this idea could be implemented for other skills as well. i.e. experience for combat skills greater for higher damage inflicted, more sneak experience points if there were more people / more light about whilst remaining undetected etc.

There are mods that do this very well.

A few ideas that work IMO:
  • Different schools require different balancing (i.e. number of spells to cast to gain a skill level).
  • You get more XP from spells that cost more magicka, but the effect isn't linear (i.e. 3x more XP for a spell that costs 4x).
  • Most schools get reduced XP from casting outside of combat (varies depending on the school, Destruction gets 3x more XP in combat).
  • As skill increases, more XP is required to gain the next skill level. (Don't recall if vanilla Oblivion did this, but if balanced it means you'll progress at a reasonable rate at a high level by casting expensive spells, but very slowly with cheap spells.)

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elliot mudd
 
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Post » Thu Sep 09, 2010 1:28 am

Some new info in the recent Todd Howard interview published by Norwegian magazine Gamer.no





This is great news IMO. I hated casting spells over and over in a meaningless way to get to Journeyman or Expert level, etc.

Rest in pieces repetitive spell casting! :celebrate: :celebration: My poor fingers can rest.

If we get perks from skills and not from leveling up, then we can obtain much more perks than, for example, 1 perk per level in FO3. Sounds like fun!

So how do you think this will work? what do we get when we level up? increase to Health, Magicka and Stamina only?



I like the sound of this, however, if they did the perk system like they did FNV, i will be very dissapointed. i didnt like getting perks every OTHER level. it made me mad...
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michael danso
 
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