Clarivoyance

Post » Fri Aug 19, 2011 3:38 pm

It would be sixy if that replaced the markers or at-least are able to.
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AnDres MeZa
 
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Post » Fri Aug 19, 2011 4:53 am

Couldn't it be that Todd had whatever skill the spell falls under really high so that it only costs 1 point per second or something and he was simply recovering the magicka faster than he was spending it?
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The Time Car
 
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Post » Fri Aug 19, 2011 8:19 pm

It shows a path, so it has a distinct advantage over quest markers, which only show the exact direction of the quest, but not the path to get there.
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Jaylene Brower
 
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Post » Fri Aug 19, 2011 6:04 pm

It should drain a ton of magicka.
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Jonathan Windmon
 
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Post » Fri Aug 19, 2011 9:06 am

If this is an complete alternative to quest markers I think it will be an improvement.
If it's an enhancement to Quest markers or necessary to use because of a lack of directions/ roads / signposts / explanation. Then ill be a little disappointed.

Since this is apparently a navigation "feature" an not really a "spell" (you cast it like a spell, but I think that's just convenient developing / immersion rather than adding an on/off tick in the options) it will not bother me if there is no mana magicka consumption. After all, the magic compass in oblivion had no mana Magicka consumption, and there was NO outcry about that. Why should this be very different.
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Jodie Bardgett
 
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Post » Fri Aug 19, 2011 8:05 am

If this is an complete alternative to quest markers I think it will be an improvement.
If it's an enhancement to Quest markers or necessary to use because of a lack of directions/ roads / signposts / explanation. Then ill be a little disappointed.

Since this is apparently a navigation "feature" an not really a "spell" (you cast it like a spell, but I think that's just convenient developing / immersion rather than adding an on/off tick in the options) it will not bother me if there is no mana magicka consumption. After all, the magic compass in oblivion had no mana Magicka consumption, and there was NO outcry about that. Why should this be very different.

Because:
1) it's under the list of spells
2) Todd specifically calls it a spell
3) it's something you equip in your hand like a spell
4) it's something that you cast like any other spell
5) it's something that looks like an actual spell.

Enough reasons for you? It should drain magicka, like any other spell. It would make things more tactical and make much more sense, as stated above.
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Mr. Allen
 
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Post » Fri Aug 19, 2011 7:28 am

I thought it was a shout? So it wouldn't cost "mana" but have whatever restrictions those have.
Also I really don't think I'll use it personally. At all. Maybe if I'm lost for 40 minutes+.
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Taylrea Teodor
 
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Post » Fri Aug 19, 2011 6:27 am

Hopefully it directs us to active quests and not just out of dungeons.
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Isabel Ruiz
 
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Post » Fri Aug 19, 2011 9:07 pm

Hopefully it directs us to active quests and not just out of dungeons.

Agree with this. It would be a really nice feature, and then be able to work as an optional, immersive replacement for quest markers for whoever wants it. Like carriages and fast travel.
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Kelvin
 
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Post » Fri Aug 19, 2011 11:26 am

Agree with this. It would be a really nice feature, and then be able to work as an optional, immersive replacement for quest markers for whoever wants it. Like carriages and fast travel.

Yea, that way if quest markers aren't optional I will set a quest i'm not doing as my active quest. If I really can't find the location/item because of poor/no directions from NPC's then i'll use Clairvoyance as a last resort.
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Chantelle Walker
 
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Post » Fri Aug 19, 2011 2:20 pm

I thought it was a shout? So it wouldn't cost "mana" but have whatever restrictions those have.
Also I really don't think I'll use it personally. At all. Maybe if I'm lost for 40 minutes+.


I just watched the video and it is a spell that shows the path, such as out of dungeons that are usually complicated, and it does cost mana; Todd has a Alteration skill of a 100 and 999 Mana so naturally we would not see much of a decrease in Mana.
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Courtney Foren
 
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Post » Fri Aug 19, 2011 9:11 pm

Total waste of a spell effect. Wasting an effect on a Fable bread crumb system?
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Big Homie
 
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Post » Fri Aug 19, 2011 5:01 am

i wont even hold the spell just a quick click to see if im going in the right way and get going
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Ross
 
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Post » Fri Aug 19, 2011 10:58 am

Remembering Oblivions really confusing map when I was in Dungeon's that were tied to quests I'm actually pretty happy with this. Especially since the dungeons are designed better this time around I would love to have something guide me in case I get as lost as I did in Oblivion when I managed to find one of the bigger more confusing caves. I really didn't enjoy the frustration it brought.

It's a nice way to not make quest markers needed and I would jump in the air out of joy if I can turn those buggers off. Really, I don't need hand holding and I would prefer it if the game just points me on the right path when I ask for it. This seems to do that nicely. However, I do agree it should have a magicka cost though it shouldn't be a big one.
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Nick Jase Mason
 
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Post » Fri Aug 19, 2011 4:56 pm

Because:
1) it's under the list of spells
2) Todd specifically calls it a spell
3) it's something you equip in your hand like a spell
4) it's something that you cast like any other spell
5) it's something that looks like an actual spell.

Enough reasons for you? It should drain magicka, like any other spell. It would make things more tactical and make much more sense, as stated above.

Sure it's a spell. But from a mechanical perspective, it serves a purpose that doesn't necessarily HAVE to be a spell. Its just more convenient to make it a spell. Magicka drain is for balance. So if clairvoyance spam is considered unbalancing, the magic compass spam constant effect for free should be unbalancing too. Again. there is no argument that is is not a spell in it's current implementation. My point is, why does it have to drain magicka just because it's a spell.
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Kira! :)))
 
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Post » Fri Aug 19, 2011 9:07 pm

IMO it was implemented because people would get lost in dungeons, and bethesda does not want us to get frustrated about finding a way out
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cosmo valerga
 
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Post » Fri Aug 19, 2011 3:42 pm

Pete said you can turn off quest markers in a way, Maybe for the people who don't want quest markers because its "Unrealistic" they will use Clarivoyance

This... oh and sooooo much THIS. Say what you will about the Morrowind vs Oblivion debate, the only thing that really made a difference was that to find your way in Morrowind, you had to follow geographic directions provided by people in the game world where-as Oblivion made you God-like with an innate sense of direction that bested a freaking Tom-Tom. How are you supposed to play a role, and be the Dungeon Master? Makes no sense... but for those who love that simple game-play, by all means, allow them to have it right? That is the basis of these games after-all, the freedom to choose. For me, I want to go down a crazy labyrinthine dungeon and get lost, and have to use magic to find my way out! That is 'real' in the Elder Scrolls sense.
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Mel E
 
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Post » Fri Aug 19, 2011 11:04 am

This... oh and sooooo much THIS. Say what you will about the Morrowind vs Oblivion debate, the only thing that really made a difference was that to find your way in Morrowind, you had to follow geographic directions provided by people in the game world where-as Oblivion made you God-like with an innate sense of direction that bested a freaking Tom-Tom. How are you supposed to play a role, and be the Dungeon Master? Makes no sense... but for those who love that simple game-play, by all means, allow them to have it right? That is the basis of these games after-all, the freedom to choose. For me, I want to go down a crazy labyrinthine dungeon and get lost, and have to use magic to find my way out! That is 'real' in the Elder Scrolls sense.


Maybe your right but Clairvoyance is a spell that only work while charged and it will significantly decrease magicka, so it's not a spell that is cast and we find our way out but rather gives us the clairvoyance to find the right path.
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Brιonα Renae
 
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Post » Fri Aug 19, 2011 7:32 pm

yet again another pointer it took from bioshock and even if it doesnt cost mana you cant fight while you use it
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Crystal Clarke
 
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Post » Fri Aug 19, 2011 8:29 am

yet again another pointer it took from bioshock and even if it doesnt cost mana you cant fight while you use it


What are you talking about? It does cost mana and yes you can fight while using it with the other hand!!!

Some of you people never cease to amaze me with your infinite wisdom :spotted owl:
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Brooke Turner
 
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Post » Fri Aug 19, 2011 1:53 pm

yet again another pointer it took from bioshock and even if it doesnt cost mana you cant fight while you use it

You sure? Dual wielding might... but then again, how long do you even need to have it? Turn left, or turn right... hmmmm, don't have to cast that for more than a second to know. I say pop that spell for a moment... do you really need to see a cloudy trail leading forward-- while you travel forward??
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Jade Barnes-Mackey
 
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Post » Fri Aug 19, 2011 4:49 am

Army of Two has a gps system that shows you where to go next. It draws a line with moving arrows on the ground, you literally can't get lost. This spell should be pretty much just like that I'd think.
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Kayla Oatney
 
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Post » Fri Aug 19, 2011 6:27 pm

What are you talking about? It does cost mana and yes you can fight while using it with the other hand!!!

Some of you people never cease to amaze me with your infinite wisdom :spotted owl:

bioshock 2 when you got a little sister you have to hold the R button and it will show you a glowing path to a body filled with adam
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GabiiE Liiziiouz
 
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