Purchasing spells and spellmaking...

Post » Tue May 10, 2011 5:46 pm

The problem today is the amount of spells you gather and can't "forget". Why would I want to have a light feather spell as well as a high powered feather spell? I'd rather just have access to casting the effect and be done with it, instead of a huge list of spell I no longer use.


What magnitude? How long?

Most magic effects have more than one dimension. Duration? Magnitude? Area? Casting method (self, touch, target, glyph-mine (*NEW!*) )? You could have ready-made setups of these dimensions (which we know as "spells"), or you could set up what you wanted each and every time you wanted to use magic. Which I would bet would get old reeeeal quick.
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Ashley Campos
 
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Post » Tue May 10, 2011 1:47 pm

Like spells are something that you unlock as you level your skills or something.

= Oblivion-style where you need to be an Expert at Destruction to cast Expert-level spells.
For instance the sound guy was working on that one spell sound for a specific spell. Not a spell effect. The spell had a name and everything. Since when do whole spells get their own sound effect? And if you could create your own spells, what sound effect would they make?

OK, really, you expect everyone on the 100+ member team to be absolutely politicaly-correct in everything they say and not ever use "spell" as a synonim for "spell effect"? :facepalm: Don't take every word literally. Besides, he's the sound guy. It doesn't really matter to him whether the sound is applied to the whole spell or an internal part of it. He just get's a list of the kinds off different spell sound effects that are needed and works from there.
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xxLindsAffec
 
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Post » Tue May 10, 2011 1:19 pm

The problem today is the amount of spells you gather and can't "forget". Why would I want to have a light feather spell as well as a high powered feather spell? I'd rather just have access to casting the effect and be done with it, instead of a huge list of spell I no longer use.

Just let people shift-click to delete a spell like they allowed in Morrowind.
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Amy Cooper
 
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Post » Tue May 10, 2011 1:46 pm

Lol, ok, wasn't aware that was possible in MW :P
I'll leave good default combinations of duration and power up to the devs. Target vs touch can be automated with ease, like i.e. not present at all and replaced with exponential falloff? Self vs other is for the most part easy to determine. So improving in a magic school skill grants you access to a default spell setup to be "within reason", doesn't automatically imply there won't be a spell making system where you can tweak values. Maybe you can still buy spells the normal way, but you just can't use them yet because you don't know how to produce its "effect"? I don't know...

Was it really that bad of an idea? If so, lets hear some suggestions on how magic school skill perks should work. I know I failed :P
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Tai Scott
 
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Post » Tue May 10, 2011 8:51 pm

Was it really that bad of an idea? If so, lets hear some suggestions on how magic school skill perks should work.

Magic perks I could think of:
"Your Destruction spells bypass 25% of the target's resistance to it (excluding racial resistances)"
"Your summoned creatures now have a 25% extra HP when they're summoned"
"You can now open doors without breaking Invisibility"
"Spells of school X now cost 10% less magicka to cast"
"Casting an Illusion spell no longer makes a sound that let's anyone nearby detect you"
(at high level) "Your Restoration spells with an area effect don't affect enemies"
... stuff like that.
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Mari martnez Martinez
 
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Post » Tue May 10, 2011 3:16 pm

The spell had a name and everything. Since when do whole spells get their own sound effect?

Commonly known as upping quality control. One of the gripes many game critics had about Oblivion was that the claim of hundreds of spells was totally flawed. There wasn't. There's about 30 spells, with the rest just being duplicates at different levels, tops. I think that is just them addressing that point. Making spells more unique is a good way of making the game more interesting. I'd rather have "Wyrdfire", "Flames of Ravenous Hunger" and "Voracious Inferno" than "Fireball One", "Fireball Two" and "Fireball Three".

I think it really is just Bethseda taking feedback aboard and working at it. There's nothing to suggest there wont be spellmaking. Mind you, there's nothing to suggest there will be. But seeing as it is one of the most popular features of the series, and one that has been consistently present throughout all the games (I think), I doubt they'd throw it out now. At any rate, this is all just idle speculation right now, and we should wait for another Hubdate. Maybe a gameplay trailer would clear things up on the magic front? :D
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Jade
 
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Post » Tue May 10, 2011 7:24 pm

I wouldn′t mind too much if they removed spell making for 1 reason. Spell making is one of those things that give me the nagging feeling "I could be invincible if I wanted", I want to strive towards becomming as powerful as possible but in some cases with spell-making if I don′t deliberatly restrain myself removing the feeling of strife I could just as well put god mode on with console commands.

Spell making should be made more restricted and weaker perhaps, the strongest spells should be learned from instructors, not made up with spellmaking.
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Amy Smith
 
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Post » Tue May 10, 2011 1:56 pm

I really hope spells won't be a commodity like they were in Oblivion, but rather something you have to deserve or create yourself. For instance, you could be rewarded with a spell for doing a quest, or you could go to the academy and spend some time there and learn one. Buying them at the grocery store always made me sad. Kinda takes the magic out of magic.
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Motionsharp
 
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Post » Tue May 10, 2011 9:19 pm

Why would they allow a warrior,assassin etc to make their own weapons,but not let mages make their own spells,does'nt make sense to me,trust me spell making will be in.
Same with enchanting......think about it...spell making will be in i have no doubt :)
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Czar Kahchi
 
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Post » Tue May 10, 2011 10:18 pm

If I find out I can't make spells, and that all spells are "whole" spells and "spell effects" are gone, I'm not buying the game. That would be a deal breaker for me. The ONE and ONLY THING that made TES stand out in my mind from other games was its fluid and highly flexible magic system. 99% of other RPGs have preset spells that you can't change or manipulate. TES' "spell effect" system and ability to almost limitlessly mix and match magical effects to make truly unique spells was one of the very top things on my very small list of things that made the series amazing to me. To do away with this system would spell the final doom of TES series and its final assimilation into pop-culture fantasy. I think I would die inside.


Honestly, I can't agree there, I've always found spells in the Elder Scrolls extremely boring. "Unlimited" customization sounds great on paper, but in past Elder Scrolls games, this so called "customization" means being able to create spells that do the exact same thing as generic spells, just with different strength, duration, area of effect, and such, or combining different, but still generic effects, which meant that custom made spells never really felt special, just like versions of generic spells slightly modified to better suit my needs. And this wouldn't be so bad if the premade spells didn't have to suffer for it, but they do, I believe that the generic and boring spells of the Elder Scrolls series are primarily a result of spell making. It forced Bethesda to come up with a spell system that would make it easy to create your own custom spells, which resulted in different spells never really feeling like unique spells, but just slightly different variations of the exact same spell. Contrast to... oh, pretty much every other fantasy RPG I've played with decent magic. In such games, each individual spell feels unique unto itself, and if removing spell making from the Elder Scrolls could allow for more unique spells, I'd gladly do away with it.

Now, I'm not saying spell making is in itself a bad idea. If Bethesda can find a way to keep spell making in the game without sacrificing the diversity of spells, then I'd be very pleased, but if Bethesda were to remove spell making, and as a result, could make the spells in the game seem more varied, I wouldn't miss it.

In any case, spell making is really not a major aspect of what makes the Elder Scrolls what it is to me, the open world, character creation, "Learn by doing" skill system, and such, do a lot more to define the series than something that won't even effect me if I play a character who doesn't use magic.

Purchasing spells though I'm fine with, after all, you need to learn spells somehow, and if magic is reletively common in a setting, it seems perfectly logical to me that someone would get the idea of teaching other people spells for profit. Though it might also make sense to include some alternate methods of acquiring spells, like maybe some high level spells could be gained instead by reading certain rare books, or as a reward for completing certain quests, or something. After all, warriors can get their armor and weapons by exploring dungeons, so why should mages only be able to get new spells by buying them from people?

In any case, Bethesda has not said that spell making won't be in or that the means by which spells are acquired has changed, nor have they said it will, so right now, we can only wait and see. The fact that they were designing a sound effect for a specific spell doesn't mean anything, maybe Bethesda just made it so stronger versions of the same spell effects get different visual or sound effects from weaker versions or something, that would actually be nice as it might help to slightly reduce the monotony of the spells in past games.

Why would they allow a warrior,assassin etc to make their own weapons,but not let mages make their own spells,does'nt make sense to me,trust me spell making will be in.


That's a bit different. Because spell making in past games was actually creating your own custom spells, you chose the effects of you spell, the strength, duration, whether it was on touch, on target, or on self, and such, thus creating a unique spell that you would not see for sale or used by NPCs, albeit one that was based on the same generic effects of the premade spells. Now for smithing, I highly doubt you'll actually be able to make your own custom weapons. It will probably be like in most other games that I've played which have smithing in them, in that you can just make items that you could also find in loot, though maybe there will be some special items that can only be made by smithing, but I doubt you're going to be actually choosing your weapon's appearance and its damage and naming it and so on, so it's not the same as spell making, and doesn't tell us anything.

Now, the presence of echanting is stronger evidence, because, if enchanting works like in past games, then its presence would require that magic can be reduced to a number of basic effects, but it's still not definite as we don't know how enchantment actually works at this time, and if enchantments do work like in past games, that doesn't mean the spell system has to be the same as all you need to make a sword that burns enemies when you hit them with it is a fire damage effect, you don't need to take into account the ways this fire damage effect can be applied to enemies, it doesn't necessarily require that the spells themselves be designed in a way that makes them easy to customize.
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Channing
 
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Post » Tue May 10, 2011 10:34 pm

Honestly, I can't agree there, I've always found spells in the Elder Scrolls extremely boring. "Unlimited" customization sounds great on paper, but in... very long reply! :)

Here are ways that I would build upon the existing magic system without removing its basics:
- More "delivery method" choices, not just Touch/Target/Self. For instance: Around Self, Cone, Wall...
- Modifiers: Sustained (infite duration at the cost of reserving magicka), Instant (projectile hits in a split second), Smart (damaging effects affect only enemies, beneficial ones only allies), Homing (the projectile follows the crosshair)...
- Combo effects (which we all know might be in Skyrim!): blending different generic spell effects in a single spell yields non-generic effects...
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biiibi
 
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Post » Tue May 10, 2011 7:34 pm

Honestly, I can't agree there, I've always found spells in the Elder Scrolls extremely boring. "Unlimited" customization sounds great on paper, but in past Elder Scrolls games, this so called "customization" means being able to create spells that do the exact same thing as generic spells, just with different strength, duration, area of effect, and such, or combining different, but still generic effects, which meant that custom made spells never really felt special, just like versions of generic spells slightly modified to better suit my needs. And this wouldn't be so bad if the premade spells didn't have to suffer for it, but they do, I believe that the generic and boring spells of the Elder Scrolls series are primarily a result of spell making. It forced Bethesda to come up with a spell system that would make it easy to create your own custom spells, which resulted in different spells never really feeling like unique spells, but just slightly different variations of the exact same spell. Contrast to... oh, pretty much every other fantasy RPG I've played with decent magic. In such games, each individual spell feels unique unto itself, and if removing spell making from the Elder Scrolls could allow for more unique spells, I'd gladly do away with it.

Now, I'm not saying spell making is in itself a bad idea. If Bethesda can find a way to keep spell making in the game without sacrificing the diversity of spells, then I'd be very pleased, but if Bethesda were to remove spell making, and as a result, could make the spells in the game seem more varied, I wouldn't miss it.

In any case, spell making is really not a major aspect of what makes the Elder Scrolls what it is to me, the open world, character creation, "Learn by doing" skill system, and such, do a lot more to define the series than something that won't even effect me if I play a character who doesn't use magic.

Purchasing spells though I'm fine with, after all, you need to learn spells somehow, and if magic is reletively common in a setting, it seems perfectly logical to me that someone would get the idea of teaching other people spells for profit. Though it might also make sense to include some alternate methods of acquiring spells, like maybe some high level spells could be gained instead by reading certain rare books, or as a reward for completing certain quests, or something. After all, warriors can get their armor and weapons by exploring dungeons, so why should mages only be able to get new spells by buying them from people?

In any case, Bethesda has not said that spell making won't be in or that the means by which spells are acquired has changed, nor have they said it will, so right now, we can only wait and see. The fact that they were designing a sound effect for a specific spell doesn't mean anything, maybe Bethesda just made it so stronger versions of the same spell effects get different visual or sound effects from weaker versions or something, that would actually be nice as it might help to slightly reduce the monotony of the spells in past games.



That's a bit different. Because spell making in past games was actually creating your own custom spells, you chose the effects of you spell, the strength, duration, whether it was on touch, on target, or on self, and such, thus creating a unique spell that you would not see for sale or used by NPCs, albeit one that was based on the same generic effects of the premade spells. Now for smithing, I highly doubt you'll actually be able to make your own custom weapons. It will probably be like in most other games that I've played which have smithing in them, in that you can just make items that you could also find in loot, though maybe there will be some special items that can only be made by smithing, but I doubt you're going to be actually choosing your weapon's appearance and its damage and naming it and so on, so it's not the same as spell making, and doesn't tell us anything.

Now, the presence of echanting is stronger evidence, because, if enchanting works like in past games, then its presence would require that magic can be reduced to a number of basic effects, but it's still not definite as we don't know how enchantment actually works at this time, and if enchantments do work like in past games, that doesn't mean the spell system has to be the same as all you need to make a sword that burns enemies when you hit them with it is a fire damage effect, you don't need to take into account the ways this fire damage effect can be applied to enemies, it doesn't necessarily require that the spells themselves be designed in a way that makes them easy to customize.


Whats the point in having smithing and mining etc if we cant make them.Maybe the materials we use define the weapons appearence and damage.
How much material defines the size etc.....and if that is the case then it is similar in a way.
And i agree... .enchanting is much stronger evidence,but i still say you can take points from both views......people would be in uproar about it...it would be biased to warrior/fighter classes.
I like your views you make in amost of your posts......i like your thinking.But you will not change my mind on this ,i cant see them leaving out spell making in some form or another.....it would'nt go down well at all.
Also if there is'nt....i bet after reading these forums for a while....that would change.
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ILy- Forver
 
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Post » Tue May 10, 2011 7:01 pm

It seems though that Howard has talked a lot about customization by the player such as leveling your character and even facial and body customization. Surely this goes into spells as well. Maybe they didn't mention a lot about it because they have something they want to keep under wraps for now. Let's hope.

This is a good point.
Usually, when they don't mention something it either hasn't changed at all and they don't deem it necessary to talk about at the moment, OR they have some crazy awesome new feature that they want to surprise us with when the game gets really close to release or is actually in our hands. Kind of like mounts, I guess.
Todd said that they "aren't talking about mounts yet." Which leads me to believe that they have something awesome planned and they want to perfect it as much as possible before revealing it to us.
They wouldn't change spells and spellmaking in the way that everyone is worried about. They would lose way too many fans and an element of their series that makes it different.
I'm sure it's fine.
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Adam
 
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Post » Tue May 10, 2011 6:20 pm

I want magic to feel more natural. Well, as natural as magic can feel.

I want to study old tomes and go to magical schools to learn or wrestle power from gods or something. I don't want to just have one fireball spell that levels up with me.
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Leanne Molloy
 
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Post » Tue May 10, 2011 11:10 pm

Commonly known as upping quality control. One of the gripes many game critics had about Oblivion was that the claim of hundreds of spells was totally flawed. There wasn't. There's about 30 spells, with the rest just being duplicates at different levels, tops. I think that is just them addressing that point. Making spells more unique is a good way of making the game more interesting. I'd rather have "Wyrdfire", "Flames of Ravenous Hunger" and "Voracious Inferno" than "Fireball One", "Fireball Two" and "Fireball Three".

I think it really is just Bethseda taking feedback aboard and working at it. There's nothing to suggest there wont be spellmaking. Mind you, there's nothing to suggest there will be. But seeing as it is one of the most popular features of the series, and one that has been consistently present throughout all the games (I think), I doubt they'd throw it out now. At any rate, this is all just idle speculation right now, and we should wait for another Hubdate. Maybe a gameplay trailer would clear things up on the magic front? :D


Its funny reading your response because when I made spells in Oblivion I would name different versions of my custom spells with a roman numeral on the end to remind my self which ones where newer and more powerful.
I'd definitely be saddened if they named everything very specifically because then the player has less room to define things on their own. Oblivion is probably my fav RPG ever and thats because its generic enough to be enjoyed from a variety of perspectives.
So if they took away that sense of it being kind of a blank slate, then Skyrim would lose its appeal.

I really hope spells won't be a commodity like they were in Oblivion, but rather something you have to deserve or create yourself. For instance, you could be rewarded with a spell for doing a quest, or you could go to the academy and spend some time there and learn one. Buying them at the grocery store always made me sad. Kinda takes the magic out of magic.

I have felt like this for a while my self. Buying a spell makes it seem like a product when I prefer to think of magic like in the show Heroes or The Force from star wars. I think we could still have magic trainers but I would prefer to be rewarded with new spells in a school as I reach higher levels.
At the very least perhaps there will be a starting perk that lets you have simpile versions of all spells in all schools. Not counting on that though.

I would be one of those people disappointed if they removed spell making, unless they came up with something better. I wouldn't mind being able to bind multiple spells together or maybe changing a spells strength with a slider in the menu.

I'm sure spell creation isn't gone though.
How would you manage your magicka usage if you couldn't have spells of varying different strengths.
In oblivion you could have a really powerful spell but it was borderline useless if you couldn't cast it multiple times quickly.
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benjamin corsini
 
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Post » Tue May 10, 2011 2:19 pm

Hmmm. Only 85 spell effects, eh? Lets see...

Some hypothetical assumptions:

1) They've said they did away with Mysticism, so I will assume they folded some of those effects into other schools.

They've also said that wherever possible they try to reduce redundancy with each game. So...

2) Looking at the list of traditional spell effects, particularly the list from Oblivion, and considering all of that, leads me to an interesting thought. They say we have skill-based leveling now, and some have theorized that we no longer have attributes at all (each race instead receiving bonuses to specific skills.) If I include the spell effects that affect attributes, there's only room for an extremely paltry number of Summon X effects, even when I remove other effects that might seem highly redundant. If I remove all of the attribute spells, there can be at least a decent number of summons, though. So they're gone.

3) The number of potential summon spells is still very small though (13,) so it occurred to me that they may have removed spell effects which affect stamina (formerly called fatigue) since they let us use it to sprint now, and want it to be a large part of their supposedly more tactical combat mechanics. I've taken those out, as well.

4) If I were them I might also feel that summoning every single piece of armor individually feels redundant, and simply have a single, complete "bound armor" effect.

And 5) Lastly, they might perceive that I don't need both resist normal weapons AND shield. So one of them is gone from my list as well.

So, I will take a crap shoot of a guess based on that and say that the list of effects (in no particular order and not organized by school) COULD look something like this:

Fire
Frost
Shock
Open
Restore health
Restore magicka
Restore skill
Absorb health
Absorb magicka
Absorb skill
Cure disease
Cure paralysis
Cure poison
Resist disease
Resist paralysis
Resist poison
Resist shock
Resist fire
Resist frost
Fortify skill
Fortify health
Fortify magicka
Burden
Feather
Fire shield
Frost shield
Shock shield
Shield
Water walking
Water breathing
Damage skill
Damage health
Disintegrate armor
Disintegrate weapon
Drain health
Drain magicka
Drain skill
Poison
Weakness to disease
Weakness to fire
Weakness to frost
Weakness to shock
Weakness to poison
Weakness to normal weapons
Calm
Chameleon
Charm
Command Creature
Command Humanoid
Demoralize
Frenzy
Invisibility
Light
Night eye
Paralyze
Rally
Silence
Detect Life
Dispel
Reflect Damage
Reflect spell
Spell absorption
Telekinesis
Bound armor
Bound Shield
Bound Axe
Bound Bow
Bound Mace
Bound Sword
18 summon spells


Now, looking at that hypothetical list, is it reasonable to assume that each of those effects will only be in pre-made spells? That seems unlikely to me, personally, but I could be wrong. I suspect we'll still be able to make spells. Time will tell, though.
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Amber Hubbard
 
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Post » Tue May 10, 2011 2:09 pm

I would give up making spells for the possibility of having more spell variety effects
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Bloomer
 
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Post » Tue May 10, 2011 8:06 pm

Most likely they arnt showing spell making because if they did it would have a big placeholder image of todd howard in a bath robe and a traffic cone standing in front of the coffee machine after an all nighter... with the caption game wizard at work...
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Harry Leon
 
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Post » Tue May 10, 2011 9:08 pm

Just an impression I'm getting whenever they talk about spells in the Game Informer videos and articles. Like spells are something that you unlock as you level your skills or something...
I'm not saying buying and making spells is out but the way they're talking it's got me a little concerned.


No...

I started thread about this a while back. The prospect of not being able to make spells actually worries me a bit. It was one of my favorite features.

nooo....

I am going to curl up under my bed and die if this is true.

That would take all the fun out of magic. And all the elder scrolls experience out of magic as well.
Thats why it cant be true, it cant be.
Wouldnt be an elder scrolls game if it was.

Argh.


NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!! Y_Y This can't be true...it just can't be....I I.... :obliviongate:
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TASTY TRACY
 
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