Questionable Magic

Post » Tue May 17, 2011 2:58 pm

Most of your questions can be answered by going http://www.gamesas.com/index.php?/topic/1158506-skyrim-information-compilation/.

Thanks I add to bookmarks your link.

Actual magic combat was so lame in Oblivion.
The reason they gave Lightening attacks drain magica, frost a slow and drain fatigue, and fire extra damage was to differentiate these spells rather than just being differently colored/animated bolts.

Only on vanilla game, try some mods magic is different and deep but we still can change it, and yes most of this changes in Skyrim magic system take inspiration from mods and other games, its nice to see like new features but no with cost of creating something new by own, creating spells by self its truly magic experience.
And creating custom spell effect combinations give us that experience, mods need for polishing classical system make it deep.
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Naughty not Nice
 
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Post » Tue May 17, 2011 9:04 am

I am going to expand about what I liked about the MW system. And the game in general.

MW provided the best skeleton of a game that I have seen. Things, such as animations or NPC schedules could have made it better, but the mechanics as frustrating as they may have been for people looking for a specific game type allowed the most development and almost superfluous, yet vital to the game world, content and abilities. The things that they are including as new, such as the shock and ice secondary effects, could already be done in MW. There was drain and damage attributes, paralyze, restorative effects that you could add into the same spell. You could make some fun effects, which is something people have been raving for. Really creating your own systems. This may be a dying request but I would rather see good content than the nice shell in which we see it displayed. This is not even talking about the modding that has gone on. Inside the game world there are so many options it is almost as if you create small scale mods without opening the CS.

Now, if everything is repurposed, the game is still an rpg, and open world, but it will have no where near the impact and lasting game play for me compared to the things I can do in Morrowind. For a system considered so crippled it is the most free form fun that I have had within a game. And I hope that Skyrim does not rid us of that form in order to see skin and steel freeze or even in attempts to polish the mechanics.

But I realize not everyone shares the opinion.
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Jennifer May
 
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Post » Tue May 17, 2011 4:56 am

Spellmaking is part of TES. It's fun and adds personality to the game. I really don't think they will put that out, only to avoid players minmaxing effects.

About the other possible reason, obviously if they want to make a game for other player types, they will do another game, not a TES game. I really don't see a reason to worry about this.


if they are the same lame spells then I prefer better spells for the lose of customization.

of course I would love both, but if I have to chose between fire ball 1 to 15 damage then fire ball 2.5 to 16 damage AND guided fire ball with AOE knock out explosion, fire wall, rain of fire ....

then I chose the later because I want amazing spell effects not lame ass ball effects to all spells.
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lolli
 
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Post » Tue May 17, 2011 6:15 am

There are a few ways of reading the comment amount "combining" spells.

The most troubling is to read it as saying that you can not use at least two spell effects simultaneously - whether this be one spell effect in one hand and the other effect in the other, or it be two spell effects combined into one spell. This, I agree, seems to doom spell customisation, and could be pretty disastrous for mages and magic/combat hybrids. However, there are reasons - pointed out elsewhere by Orzorn - to doubt that this is what has happened: it seems odd to not allow you to cast two spell effects simultaneously. After all, surely you'll be able to cast a fire spell with one hand, and then just half a second later cast a frost spell with the other hand. But it's hard to see what the difference is between that and simultaneous casting...

Another way of reading the comment - also pointed out to me by Orzorn - is that it says that spell effects won't combine in a synergistic manner to create a new spell. For example, if you simultaneously cast a fire spell and a frost spell, or if you cast a spell which contains both fire and frost effects, then this won't have a "melting" spell effect. You'll just get the effects of the fire spell, and the effects of the frost spell, and that's it. Now, if this is the way Skyrim's magic system will work, then spellmaking should still be in, because there's no reason to not have it.
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Nichola Haynes
 
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Post » Tue May 17, 2011 8:19 am

if they are the same lame spells then I prefer better spells for the lose of customization.

of course I would love both, but if I have to chose between fire ball 1 to 15 damage then fire ball 2.5 to 16 damage AND guided fire ball with AOE knock out explosion, fire wall, rain of fire ....

then I chose the later because I want amazing spell effects not lame ass ball effects to all spells.



Could not agree more.
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Destinyscharm
 
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Post » Tue May 17, 2011 2:47 pm

Who cares if I cannot create the "ultimate spell"? As long as magic is meaningful and tactical (which it is, if its implementation is anything like the article suggests). I dont need to create a spell that makes me invicible at the same time it gives me a new set of pants.
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GPMG
 
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Post » Tue May 17, 2011 4:17 am

Who cares if I cannot create the "ultimate spell"? As long as magic is meaningful and tactical (which it is, if its implementation is anything like the article suggests). I dont need to create a spell that makes me invicible at the same time it gives me a new set of pants.


I'm worried about spellmaking not being in precisely because of its tactical uses. For my magic/combat hybrids, I would make spells tailored to the enemies I expected to face, the sort of damage I expected to do, the amount of mana I had and wanted to use, etc. If I stuck with the pre-made spells, I would often find myself using up lots of potions, running away and then re-engaging, etc. If you use magic in combat, then being able to craft your own spells gives you more of an ability to use magic optimally relative to your combat needs and style.
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Laura Richards
 
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Post » Tue May 17, 2011 1:48 pm

Hopefully a lot of the spells from other schools are relatively untouched, and they just overhauled the destruction spells, and maybe a few others. A lot of people complained about the dull spell visuals in OB, so making it impossible to mix elements in an attack makes perfect sense, as instead we get unique animations for each. What should a fire/ice spell look like? A pool of warm water. No reason to assume spellmaking is out because of this. In fact magic has only been mentioned in the discussion on combat, not as a separate subject, so you shouldn't jump to pessimistic conclusions.
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QuinDINGDONGcey
 
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Post » Tue May 17, 2011 5:19 am

This is exactly my concern too, and I have to say that for me it is a deal breaker.

If I will not be able to customize spell effects to spells of my liking, if the last great RPG element is taken out and replaced by generic disney style magic, I will not buy the game.

I will be really sad about not buying the game, but it is better to preserve good memories rather than follow something you used to love all the way into self destruction.
There are plenty games on the market that say on the box they are an RPG, but they really arent. Mass effect is not an RPG, it is an action-adventure. Same goes for fable.
If bethesda goes the direction of all the other game makers and only makes linear games aimed at five year olds who like 'cool looking stuff' and need to be taken by the hand, well, then its time to end my love affair.

That being said, we just dont know yet.
I have a lot of hope that they will not make the classic mistake of aiming for the largest common denominator and ending up with a bland and unmemorable cliche of a game.
I think there is still room to expect Skyrim will be the best game ever.


Finally someone who gets it! *high five* Me too, pretty much, to all of this.
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Baylea Isaacs
 
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Post » Tue May 17, 2011 3:49 pm

I'm worried about spellmaking not being in precisely because of its tactical uses. For my magic/combat hybrids, I would make spells tailored to the enemies I expected to face, the sort of damage I expected to do, the amount of mana I had and wanted to use, etc. If I stuck with the pre-made spells, I would often find myself using up lots of potions, running away and then re-engaging, etc. If you use magic in combat, then being able to craft your own spells gives you more of an ability to use magic optimally relative to your combat needs and style.


The only tactical use the spell maker had was to create a fire/ice/lightning spell and hit the I win... I mean"spell create"... button.
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Greg Swan
 
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Post » Tue May 17, 2011 7:16 am

Most of your questions can be answered by going here.

^^^^ OMG lightning beam time :P hehe hope we get a perk to also make it CHAIN LIGHTNING. :shocking:
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LuCY sCoTT
 
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Post » Mon May 16, 2011 11:59 pm

Most of your questions can be answered by going here.

^^^^ OMG lightning beam time :P hehe hope we get a perk to also make it CHAIN LIGHTNING. :shocking:

Range of spell or scripted effect, don't forget thats maximum of perks that can character take will be limited to certain value.
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Laura Mclean
 
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Post » Tue May 17, 2011 5:58 am

Skyrim will be FAR from linear with or without custom spells. Oh sorry you played the game though right? Not having custom spells would break the open ended nature completely and make it linear right? Not having custom spells means that we can't do main quests, guild quests, and side quests in any order and means we can't go partake in all the other activities like reading a book or picking herbs right? Linear? You serious?

I too would be disappointed if custom spells were out but to say the game would be linear because of it is ridiculous. There are so many other aspects of the game that are far from linear.

Not having custom spells would break the mage class totally, magic would still be a useful tool but pure mages would not work or be boring as mud to play.
This will not end the world, pure mages was pretty unplayable in Morrowind to without exploits/ mods.
I understand if some spells like charm is removed from the spell maker the same way as paralyze was removed from custom enchanting in Oblivion because it's to easy to abuse.

I however think we will keep the spell maker, first one of the devs verified 85 like effects not spells. 85 spells would anyway be a very low number: basic heal (10, 25, 50, 100)*(self, touch) has used up 1/10 of them. Also enchant is a skill, makes little sense to do that and nuke the magic system.

Only reason why is the inability to combine spells, but I assume this is spell combos as in fire+ lightning to extra damage. However a paralyze 3 sec+ frost damage 10 for 3 sec spell in right hand and a fire damage 100 spell in left hand would work nice.
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jessica breen
 
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Post » Tue May 17, 2011 12:10 pm

the real question is



will i be able to throw fireballs with my spear?
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A Dardzz
 
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Post » Tue May 17, 2011 1:54 pm

It does sound like - unless I'm horribly misinterpretating it, which is always possible - creating custom spells, at least ones that combine different spell effects, may be out this time around.

The article stated that we can't use two different spell types (i.e. frost and fire) at the same time during combat. Now, I know that isn't the same as a custom made spell that combines those two effects, but the reasons given for why it can't be done don't bode well for custom spells combining effects either in my opinion. The reason given was that "it's difficult" to implement this now, because of the secondary effects spells now have. Fire continues to burn persistently for a while, frost slows enemies down and appears on skin, shock drains magicka, etc. They said they hope to be able to implement this, but that for the time being the answer is "no," we cannot do that in the game.

So if we can't even equip two different spells to each hand and use them simultaneously, how are we going to be able to combine spell effects in a custom spell? The only thing I can think of would be to combine the spells and have only one of the secondary effects come into play. But then that really weakens spell creation because you're not getting the true effect of the two spells combined anymore, are you? So while it may be disappointing to many, I do believe it's possible that spell creation is out.

I can live with that, if it's true. I'll miss spell creation, but if it makes magic more strategic and fun, and as long as there is a still a wide variety of magical effects that do all the things they did in past TES games, I'll live.
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stacy hamilton
 
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Post » Tue May 17, 2011 2:50 pm

If we have two hands with individual attacks in each can't we fire a lightning spell with the right hand then immediately fire an ice spell with the left?
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Matt Bigelow
 
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Post » Tue May 17, 2011 10:15 am

I has own vision as the choice reads:


Ideally it would be like morrowind, where you can change all aspects of the spell to various tolerances, add multiple effects (including beneficial effects both in terms of a combo AND in terms of aiding a victim. Strictly for a unique game experience), and include the new conepts stated in the GI article, like a flamethrower effect and a trap rune or a bolt of lightining etc. maybe change flamethrower effect to just pure spray so you could have a cone of cold or prismatic spray (lots of detrimental effects, paralysze charm etc). But no bolts of fire, that makes no sense. Except it WOULD be awesome so why not keep it as an option to excercise at will? With rationally high price in terms of strength of effect for the outlandish concepts, marking the obvious difficulty of making something behave like it's not supposed to according to physical laws. How awesome would that be?



As for enchants, again ideally it would be akin to morrowinds system. You could chain a spell (restore health or fortify strength or night eye or what have you) to an item and if you didn't have it as a constant effect you could have it as basically a spell cast using the item itself. This would give those that don't want to be magic users but find themselves in need of the juice at high levels (don't know why you wouldn't want to be a mighty warrior/mage but hey people are people) an option other than scrolls. And its kind of cool in a roleplaying aspect, drawing on an item for X power. Magic sword casts a self heal. Shield casts reflect or light. Gloves of fortify strength in constant effect or as a cast spell with all that that entails: ie customization in toto self cast or touch cast or area cast or just ranged or spray i guess with severe limiting in strength of effect allowed for the more outlandish effects. That would be a truely unique experience for every player.

And as a wish, if you enchant an item with an effect you should be able to add custom (sort of) appearances: for instance a sword with an on strike fire enchant is actually glowing red with heat or on fire etc just have a little grab bag of looks as an option for extra cash or maybe a seperate component or something idk. Its just that the simple shiny effect doesn't do it for me. I want my blade to crackle with power while I chop into the wildlife/mobs/citizenry who attempt to speak to me etc Pretty pretty please?

That would make me extremely satisfied.
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Celestine Stardust
 
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Post » Tue May 17, 2011 3:49 am

The only tactical use the spell maker had was to create a fire/ice/lightning spell and hit the I win... I mean"spell create"... button.


Well I'm sure you're not being entirely serious, but it's probably still worth pointing out that even if the spellmaking system could be exploited, that's not a reason for getting rid of it entirely. :)
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Life long Observer
 
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Post » Tue May 17, 2011 7:31 am

I liked the way magic worked in Arx Fatalis. Where you'd found magic runes that had a certain meaning like "Fire". "increase" or "maximum". Then you had to learn all the runes and draw them infront of you to create simple 2-rune words.
For example: drawing like this _ U created a small fire, and if pointed at a fireplace or torch it would catch on fire.

To awnser the ppl saying that spells like 100 Charm on one sec breakes the game, it wont work anymore now that time doesnt freeze when you talk to someone. My guess is that the new system never makes it so that time freezes, not even when shopping. so there is no more any reason to create such a spell. Maybe they added new choices to enchantment even. Wouldnt it be awesome to create a Charm-spell that works throughout the entire conversation? or a spell that worked permanently ( this would be very costly obviously, and you had to be a master of illusion.) (BUT IT WORKED FOR DRACULA).

:toughninja:
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Jessica Raven
 
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Post » Tue May 17, 2011 8:19 am

I liked the way magic worked in Arx Fatalis. Where you'd found magic runes that had a certain meaning like "Fire". "increase" or "maximum". Then you had to learn all the runes and draw them infront of you to create simple 2-rune words.
For example: drawing like this _ U created a small fire, and if pointed at a fireplace or torch it would catch on fire.

Yes Arx Fatalis magic was awesome, I believe Voice will work like it but only with one drawback no more draw rune by hand since we say it like a words
BTW Ultima Underworld
To awnser the ppl saying that spells like 100 Charm on one sec breakes the game, it wont work anymore now that time doesnt freeze when you talk to someone. My guess is that the new system never makes it so that time freezes, not even when shopping. so there is no more any reason to create such a spell. Maybe they added new choices to enchantment even. Wouldnt it be awesome to create a Charm-spell that works throughout the entire conversation? or a spell that worked permanently ( this would be very costly obviously, and you had to be a master of illusion.) (BUT IT WORKED FOR DRACULA).

:toughninja:

Yes you catch my thoughts.
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Sammi Jones
 
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Post » Tue May 17, 2011 1:31 am

Another thing about the magic system being too exploitable in TES...have you forgotten the cost? It costs money to buy and make new spells. And making new spells requires at least some level of thought on the player's part. And then casting spells depletes magicka, and once magicka is gone a pure caster is useless, and a character who focuses on spellcasting will usually get owned pretty quickly if caught in melee with a powerful enemy. Compared to martial characters, who have lots of health and endurance and can kill things easily simply by smacking them with a weapon, I'd say spellcasters have a lot of character flaws that make up for their "overpoweredness." And besides, this is supposed to be an RPG, and what's an RPG without choices? The more they cut and hack it down to include less and less features and customization options (the whole game that is) the less and less an RPG it becomes.
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Francesca
 
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