Excusion of Spell making - a bad developing decision and why

Post » Thu Dec 15, 2011 3:04 pm

"@gstaffinfection Can't really understand why
spellmaking isn't featured in skyrim. Just lazy design?"
Me. tweet to Gstaffinfeciton; Cmmonity manager of Bethesda, 1st December.

"[censored] you"
Gstaffinfeciton. Twitter, 1st December.

Well, at least someone from Bethesda is responding



oO :eek:
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Sakura Haruno
 
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Post » Thu Dec 15, 2011 2:44 am

YES YES YES YES YES!!! Spell making needs to make a comeback at the first DLC!!!
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Shae Munro
 
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Post » Thu Dec 15, 2011 2:38 pm

I want spell making back but I have no idea how it would work with shouts, with spell making magic would be stronger than shouts
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Josh Sabatini
 
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Post » Thu Dec 15, 2011 12:21 pm

At the very LEAST let us adjust the attributes of existing spells.

For example take the lowly Flames spell. Sure, you can use perks to make it go from 8pt/sec to 12pt/sec... But it would be nice if you could select Flames in the magic menu and adjust its range and damage with a couple of sliders. Of course the maximum range for the slider would be determined by your Destruction skill and available magic pool.
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Ash
 
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Post » Thu Dec 15, 2011 3:47 pm

I want spell making back but I have no idea how it would work with shouts, with spell making magic would be stronger than shouts


Does it really matter too much if some spells are better than shouts ? We already have fire spells in the game that out perform the flame breath shout. And some effects would be pretty unique to shouts like Unrelenting Force and Whirlwind Sprint unless Bethesda decided to make a magic versions of the shouts.
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Brentleah Jeffs
 
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Post » Thu Dec 15, 2011 3:01 pm

Does it really matter too much if some spells are better than shouts ? We already have fire spells in the game that out perform the flame breath shout. And some effects would be pretty unique to shouts like Unrelenting Force and Whirlwind Sprint unless Bethesda decided to make a magic versions of the shouts.



exactly... who cares if it s "OP" in a single player game, i want to be able to do what i want,... and as of now, I CANT... it limits me unneccessarily... but i s till paid the same monetary price to acquire the game, but it has less content...
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Baylea Isaacs
 
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Post » Thu Dec 15, 2011 7:21 am

I did read the OP's post afterwards but immediately voted yes. Its one of the things I truly miss. I don't care about people going to whine it's overpowered because there are already a zillion threads about that same "issue".
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Leticia Hernandez
 
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Post » Thu Dec 15, 2011 2:10 pm

I did read the OP's post afterwards but immediately voted yes. Its one of the things I truly miss. I don't care about people going to whine it's overpowered because there are already a zillion threads about that same "issue".


Abused smithing for OP armor/weapons.
Abused enchanting for 0 mana cost on spells.
Abused sneak perks comboed with strong weapons and other skills for one-hit kills on everything by sneaking in broad daylight.
Abused archery with some choice skills and enchants.

And the list goes on really. TES has never been a series that should aspire to find some perfect balance on their mechanics but rather a series that offers choice and as it is Skyrim offers the least amount of choice out of all of the TES games when it comes to magic.
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willow
 
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Post » Thu Dec 15, 2011 4:26 am

I think the new visual effects for spells was the deciding factor in spell-making's removal. It was a lot easier to do when the spells were only a ball of light. I don't care about it's removal because I never used it, but I wouldn't complain if they implemented it in a well though out/balanced manner (and by balanced I don't mean removing all chances of making OP spells, just making it harder to do). I'm not advocating it's removal, I'm just a neutral party.
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JESSE
 
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Post » Thu Dec 15, 2011 1:57 am

I think the new visual effects for spells was the deciding factor in spell-making's removal. It was a lot easier to do when the spells were only a ball of light. I'm don't care about it's removal because I never used it, but I wouldn't complain if they implemented it in a well though out/balanced manner. I'm not advocating it's removal, I'm just a neutral party.


It would be pretty easy to make at least a basic spell making system. The graphic effects are not that advance and have friendly textures for that. For example there is already a pre-CK mod which scales fireball aoe depending on your skill. Time (11/11/11) and what you mention were probably the deciding factors, even if their official excuse was that they wanted spells to "feel" more unique. I always hated standard release time in games- usually means that something will be left out though it seems that -considering when they announced that they won't include spell making - they had decided this quite early.
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Anne marie
 
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Post » Thu Dec 15, 2011 5:34 am

I thought that spellmaking was the best gift I'd ever been given in a game, when I first played Oblivion. I was stunned by its customization options. When I heard it was removed from Skyrim, I just... couldn't understand that. Why remove something like that?

I've read a very long post on page 3, on how it was probably a good thing it was removed. Problems with it are: how would dual cast work on this; making uberspells break the game; you can master 1 skill and therefore use powerful spells from another untrained school if combined with your master school;... I think these problems can be fixed. I'm not a game developer, I couldn't say for sure, but I wouldn't know why it can't be fixed. As stated by the OP, limitations can be implemented.
Dualcasting... to be honest, I couldn't care any less, that's just aesthatics to me, I don't see how it adds to the game. If that means dualcasting can still only be done by casting the same spells in both hands, so be it.
Problems in Oblivion were the fact you could create short but very powerful spells for a low magicka cost that were a game-breaking. I agree, I simply thought that Bethesda would learn through that, and improve it. What I thought they could do was e.a. put more magicka cost in the effect than in the duration of the spell, so making a fortify mercantile 100 pts for 2 seconds would still result in a large magicka cost. I suppose that's not a great fix, but it would balance things a lot more. But I can see why removing these options altogether would make things safer and easier makes sense.
As for gaining mastery in one school opens up powerful spells for other schools, is it really impossible to add more requirements to them? I mean, instead of needing to be a master in restoration to be able to cast a fortify 100 points + fire damage 50 points on opponent, make it so that you need to be a master restoration AND journeyman destruction, is that impossible to do?

But there is no spellmaking... Ok, let's see what Skyrim does have to offer on this... A handful of spells in a single school, that's it? Seriously? Not even short or long versions, weak or powerful versions of a spell? Not to mention the College of Winterhold's short questline. The main problem with magic in Skyrim is that there barely seems to be any. I used to be able to buy discount spells in any city to use once in a while, that would slowly build up my skill in that school. Now I find myself restricted to 1 or 2 with the only decent spells. Alteration and Illusion were some favorite skills in Oblivion, while in Skyrim, there seems nothing to those. Maybe that's just me. All I know is that as a replacement for Spellmaking, they give this pitiful number of spells consisting of even less types than before.

If you're going to remove spellmaking for a better system, it had better be better in the first place! This simply does not suffice.
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Queen of Spades
 
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Post » Thu Dec 15, 2011 2:05 pm

"@gstaffinfection Can't really understand why
spellmaking isn't featured in skyrim. Just lazy design?"
Me. tweet to Gstaffinfeciton; Cmmonity manager of Bethesda, 1st December.

"[censored] you"
Gstaffinfeciton. Twitter, 1st December.

Well, at least someone from Bethesda is responding


so you send a tweet to someone insulting him, and then get mad when he responds in kind?

Granted, he is a professional, and should have just ignored your childish remarks, but really, you had it coming.
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Baby K(:
 
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Post » Thu Dec 15, 2011 12:35 pm

Unfortunately, this is not the only thing limiting magic. Look at enchantments as well.

First step - Reduce Cost needs to be multiplicative, not additive. None of this 100% cost reduction stuff.
Second: Add at least two more attribute to fortify - I recommend Power and Duration.

To increase power increases things like the power of the spell, the level of the summoned entity, the strength of the conjured weapon, the magnitude of the light, etc.
To increase duration increases things like the duration/effect strength of the effects of Fire/Frost/Shock, the duration of bound items and creatures, etc.

Finally, CAP THEM. There's a 85% cap for Magic Resist for a darned good reason. Personally, I think spell effects should be capped at 75%, and even then it'd take a nice strong focus to hit that.


Having fortify only affect cost... it's forcing builds. Nobody likes that.

On top of the spell modifications suggested in the first post, adding these would go a long way to allow a much wider versatility in builds.
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Kerri Lee
 
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Post » Thu Dec 15, 2011 12:42 pm

My favourite spell of all time is chain lightning, how does that fit in?
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gemma king
 
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Post » Thu Dec 15, 2011 4:16 am

Maybe removal of spell options was Bethesda's way of keeping true to Skyrim's lore, that magic is looked down upon and svcks ballz, or the fact it could be a marketing attempt if they reintroduce it in a DLC or Expansion, ofcourse everyone is going to buy it. Introduce essential material to the game bit by bit to make sure theres always money coming in. Just a hunch :shrug: . But id love to see some sought of spell combining or spell making system implemented.
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Ross Zombie
 
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