Slowfall

Post » Sun Jan 10, 2010 2:08 pm

How is this even a question and how can seven people be opposed to it? This would help so much with scaling mountains and such. Imagine you're climbing High Hrothgar and you look over the edge of a cliff only to see an area of interest that cannot be reached by any path, and the drop alone would kill you, so you cast Slowfall and slowly make your way down to this little area and find a door leading into the mountain, and beyond that door is a cool dungeon or something.
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I’m my own
 
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Post » Sun Jan 10, 2010 12:32 am

Of course. It needed some work from Morrowind, of course, as a 1 pt spell was all I needed, but I'd like to see it return.
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Roberto Gaeta
 
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Post » Sun Jan 10, 2010 4:35 pm

I vote yes with a condition. The spell must be somewhat hard to get. The problem with magic being so powerful is that so many game altering spells are available so readily. Being able to ignore height in a first person exploring game is a very, very big deal. I would like slow fall to be a journeyman level spell or even expert level alteration spell.
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Imy Davies
 
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Post » Sun Jan 10, 2010 11:46 am

(...)
Imagine you're climbing High Hrothgar and you look over the edge of a cliff only to see an area of interest that cannot be reached by any path, and the drop alone would kill you, so you cast Slowfall and slowly make your way down to this little area and find a door leading into the mountain, and beyond that door is a cool dungeon or something.

Yes, I could imagine this as very interesting, too, but I think we should keep in mind that this would only be possible, if the devs would have designed this "secret dungeon" specifically for this purpose and specifically only for the players, who find and use this specific spell. Kind of a little bit too many "specific" things, don't you think ? ;)
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Motionsharp
 
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Post » Sun Jan 10, 2010 10:34 am

Yes, I could imagine this as very interesting, too, but I think we should keep in mind that this would only be possible, if the devs would have designed this "secret dungeon" specifically for this purpose and specifically only for the players, who find and use this specific spell. Kind of a little bit too many "specific" things, don't you think ? ;)

Well, yes the dungeon would have to be specifically made for Slowfall, but it wouldn't necessarily mean only mages or the like could access it, us warriors could use a scroll of Slowfall (don't kill me Shades). I don't know, the idea is flawed but you get the picture I think - cool hidden things that are normally unreachable.
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Chris Ellis
 
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Post » Sun Jan 10, 2010 12:27 pm

Dont really care about that kind of spell. If you jump down a tower, what's supposed to happen? It would feel like cheating a little bit to me.
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trisha punch
 
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Post » Sun Jan 10, 2010 8:36 am

Dont really care about that kind of spell. If you jump down a tower, what's supposed to happen? It would feel like cheating a little bit to me.

O f course it's cheating ! But it's kind of magically cheating (just like every other spell you can imagine - or do you think there would happen anything like "fire / lightning shooting out of your bare hands" in reality, too (just similar to your example with the tower)?) ! - It's all a question of imagination and what you are willing to take as a "feature" instead of a flaw ... and it would be balanced, too (just like in Morrowind), because you would have to invest / exchange something in / for it and wouldn't be that powerful in other parts (skill-wise that is).
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Madison Poo
 
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Post » Sun Jan 10, 2010 3:06 pm

Dont really care about that kind of spell. If you jump down a tower, what's supposed to happen? It would feel like cheating a little bit to me.

Then actor will land on such a critic as you, who not check details and don't think about improvements before scream about cheating and demand axe feature, if Slowfall is cheating then all magic is cheating as well, with shield spell we protect them self from incoming damage, with Cure spell we heal self from damage without of any potions, with fireball we can damage enemy from distance without bows, thats all unbelievable cheating take it also from game :rofl:
If you don't know Slowfall before has such formula
Slowfall M points for D seconds
and thats effect
Reduces the damage taken by the subject from falling by slowing the rate of descent, but because of flawed implementation there is no difference in 1 M or 100 M since from bug they work equally, but D works well so what will be if spell will wear off while actor still at large altitude?
The same thats other falling actors will do, they will suffer from failing damage from constant increasing downfall speed from large altitude.

So what can be done magnitude of Slowfall damage reduction can depend on magnitude of spell (if used scroll or potion) or on used magicka for charging spell before cast like in Dynamic magic so higher reduction of falling damage need large amounts of magicka so only powerfull mages with large reserves of magicka for pumping up spell magnitude can jump down tower and during falling cast spell and reduce incoming damage to amount of used magicka, since magicka is blood of mage his health and source of powers so in exchange of reduced damage to health (thats can be easy taken by warrior because of his large health investing) mage will suffer from devastated reserves of his magicka, what can be fatal as well if enemies around and need to cast something.

Another thing thats D seconds time under slow hovering down is it, such parameter can depend on level in alterations school, so all mages who not skilled in alteration can use Slowfall for reduce falling damage in cost of magicka and fast drop like stone to earth, but only skilled in Alteration can hover long enough time and actually slow fall and safely lend to earth or slowly like feather hover into some place, in such cases they are really can be easy prey for shooters and casters, take an critical shoot from sniper or be dispelled at deadly altitude is not good idea, since mage will or die as slow target or will be forced to charge high amounts of magicka to compensate falling damage what also can be dangerus for mage, I think in such cases Slowfall really balanced and there is no cheating?

And yes since all magic in Skyrim has additional effects and different ways to be casted it Such alteration spell can combine Feather, Burden, Waterwalk and even Levitation Spell Effects like in this concept of Alter Gravity spell

At Novice level its work like feather spell on self, as burden at enemy, as gravitation trap thats slowing enemy on ground and charge will allow Jump at two times higher then normal jump, when channeled spell allow Slowfall, as channeled spell can be interrupted by lucky strike of enemy or (battle mages can have special training for reducing such chances thats can be implemented with perk) or with spell like Burden or paralyze or can be cleansed with Dispel or when Magicka is not sufficient for work of spell, channeled spells use different amounts of Magicka when it not sufficient its downgrades to lower perk for example mage has 150 Magicka float use 50 for cast and 5 drain for each second when Magicka lowered under 50 float will be changed with slowfall, additional checks can be added like check of player Fatigue and level of Encumbrance when Over-encumbered for example can become Burdened but instead of levitation will only allow float.

At Apprentice level when Mage understood Alternation better, Magnitude of Feather will rise, Magnitude of Burden rise, gravitation trap thats maximum burden enemy he still can attack but cant move and sink in water, charge will allow Jump at three times higher then normal jump, Mage can walk on water and don't crumble ice during channeling, but receive damage from walking over magma or another dangerous substance.

At Journeyman level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats paralyze enemy, charge will allow jump four times higher then normal jump, channel will allow float like a Lich and strafe backward without penalty, floating not allow change altitude higher then one jump height or half of it, anything higher will slowly decrease with Slowfal to one jump height or half of it, but can float over dangerous environment like lava and pits don't trigger pressure plates or similar traps.

At Expert level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats thats additionally squash enemy at end of duration, charge will allow jump five times higher then normal jump, channel will allow Levitate with both hand if another hand was equipped with something else not with gravitation spell player lose ability to rise altitude and start slow fall if spell was removed from both hands player will fall fast as normally, levitation use much more Magicka then float or water walk for cast and can drain more for sustaining.

At Master level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats rise and fall enemy into air at end of duration, charge will allow jump six times higher then normal jump, channel will allow Levitate with one hand.

With skill levels in Alternations school power of Burden and Feather will rise automatically as base spell, while channeling, charge and traps can require additional perks and added by perks dynamically by scripts into base spell when spell casted, all previous spell effects staked in higher level spell so for example Apprentice can both slowfall and and waterwalk, such way will allow remove from casted spell effects in restricted areas or trigger zones so there can be places where such magic negated like Mournhold in Morrowind just with simple script or create enemies thats invulnerable for such effect but can be harmed by other effects from that spell.

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Maddy Paul
 
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Post » Sun Jan 10, 2010 6:29 am

Yes, I could imagine this as very interesting, too, but I think we should keep in mind that this would only be possible, if the devs would have designed this "secret dungeon" specifically for this purpose and specifically only for the players, who find and use this specific spell. Kind of a little bit too many "specific" things, don't you think ? ;)


Your point? It would make the exploration feel even more immersive.
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Batricia Alele
 
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Post » Sun Jan 10, 2010 3:32 pm

Dont really care about that kind of spell. If you jump down a tower, what's supposed to happen? It would feel like cheating a little bit to me.


It's a thing called... Magic. :tes:
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Neko Jenny
 
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Post » Sun Jan 10, 2010 4:45 pm

I think the game I've used it in the most was actually Daggerfall. Still, can't see a reason not to put it in. Might even prove quite useful.



Heh, I use to use that spell a bit too, though I remember all to many of time where I fell right into the abyss. Which Is why I stopped using it in liu of levitation.
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Haley Cooper
 
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Post » Sun Jan 10, 2010 9:35 am

How is this even a question and how can seven people be opposed to it?


I guarantee those votes for no are the same people that cry so loudly against levitation.
Let's face facts.
There's going to be some people ( I use the word people in it's loosest sense *cough* trolls *cough*) that will whine & cry about magic until there are only damage spells left.
Mage envy, hilarious :rofl:
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Nany Smith
 
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Post » Sun Jan 10, 2010 6:32 pm

Your point? It would make the exploration feel even more immersive.

The point is, that I could imagine it wouldn't be worth the effort for the devs.
Bsds: The guy, my comment was related to, already answered your question, too. ;)
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Lisa Robb
 
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Post » Sun Jan 10, 2010 9:46 am

Dont really care about that kind of spell. If you jump down a tower, what's supposed to happen? It would feel like cheating a little bit to me.

Wow, with a choice of name such as that we shouldn't be surprised where you stand....
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Damien Mulvenna
 
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Post » Sun Jan 10, 2010 7:43 am

Imo, the things about Morrowind that made it a fun game was "silly spells".


Like basically the entire Alteration school:
* Locking doors (locking in angry NPC mobs in rooms)
* Levitate
* Jump
* Slowfall
* Waterwalking

These spells made it frickin FUN to be a mage.

Oh Angry mob with axes? LEVITATION - and then rain down fireballs from the sky. Or, why not cast that insane jump spell of yours and jump out of the frickin town like a baws.

And all of these had GOOD applications.. I loved it and I was so sad when I played Oblivion first time and realized almost all of my favorite spells were gone..
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jessica robson
 
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Post » Sun Jan 10, 2010 11:53 am

I guarantee those votes for no are the same people that cry so loudly against levitation.
Let's face facts.
There's going to be some people ( I use the word people in it's loosest sense *cough* trolls *cough*) that will whine & cry about magic until there are only damage spells left.
Mage envy, hilarious :rofl:


Spells are useful and should be powerful, but we shouldn't undermine challenges of the game because magic exists. Spells like slow fall, water breathing, levitate etc. should be higher level spells or less effective than they have been at early levels.

Equally as silly is the argument "lol, I'm mage I should be able to do whatever I want because I'm magic." I play mages almost exclusively and I want the game to present multiple and formidable challenges to me, gravity being of them.
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Sophie Louise Edge
 
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Post » Sun Jan 10, 2010 1:25 pm

I'm all for a wider variety of spells. I just don't find this one to be very necessary.
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Emily Rose
 
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Post » Sun Jan 10, 2010 11:48 am

Of course I'm a bit biased-- I don't want Tamriel to be a vacationing destination for CoD flunkies that just want to hit stuff since they fail at shooting stuff.
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ashleigh bryden
 
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Post » Sun Jan 10, 2010 2:49 pm

Spells are useful and should be powerful, but we shouldn't undermine challenges of the game because magic exists. Spells like slow fall, water breathing, levitate etc. should be higher level spells or less effective than they have been at early levels.

Equally as silly is the argument "lol, I'm mage I should be able to do whatever I want because I'm magic." I play mages almost exclusively and I want the game to present multiple and formidable challenges to me, gravity being of them.

So that's not a vote against axing slowfall, just tweaking mana costs? I can live with that.
As long as it's magicka cost is not so absurdly expensive as to be useless.
It should still be combinable with other spells such as jump without becoming unattainable as a custom spell.
To argue against keeping utility spells is never going to win though, too many people love em.
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Andy durkan
 
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Post » Sun Jan 10, 2010 5:19 am

By back I am assuming its been in other games. I am gonna go ahead and say yes I would like to see a slowfall spell.
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Joey Avelar
 
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Post » Sun Jan 10, 2010 7:46 am

So that's not a vote against axing slowfall, just tweaking mana costs? I can live with that.
As long as it's magicka cost is not so absurdly expensive as to be useless.
It should still be combinable with other spells such as jump without becoming unattainable as a custom spell.
To argue against keeping utility spells is never going to win though, too many people love em.


We shouldn't cut spell themes like that, but I just say we have to consider balance and limitations.

For example, in Oblivion you had to become a master of acrobatics to jump on the surface of water.... and a mage, or anyone who has an apprentice level alteration skill, could cast it as an after thought at level one. Utility spells should definitely stay, but there is difference between, oh say... shooting a fireball and negating the downside of gravity in the game.
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George PUluse
 
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Post » Sun Jan 10, 2010 4:58 am

It needs to be understood that a mages true power is not the ability to blow stuff up with fireballs & lightning. Destruction is easy. Creation(Conjuration), Alteration, Restoration, those are the powers of a master of Magic.
The power to change reality without destroying it.
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Amysaurusrex
 
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Post » Sun Jan 10, 2010 4:45 am

It needs to be understood that a mages true power is not the ability to blow stuff up with fireballs & lightning. Destruction is easy. Creation(Conjuration), Alteration, Restoration, those are the powers of a master of Magic.
The power to change reality without destroying it.


Of course. Though, walking like Jesus across a lake should be comparable in power to blowing up a whole gang of thieves. Just because a spell does not blow something up does not mean it is not awesomely powerful as well.
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Hannah Barnard
 
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Post » Sun Jan 10, 2010 6:27 am

As an Arcane Assassin my character in Morrowind, an Argonian named Xion Vrai, made good use of Conjuration, Alteration, & Illusion to supplement and augment his skills as a killer. Destruction was only a means to more effective weaponry.
With Conjuration he was always a spell away from a weapon, he could go anywhere & be well armed.
With alteration he could silently descend upon his targets, leap across rooftops, & run where others had to swim.
With Illusion he could distract targets or light them up so they couldn't hide.
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Laura Samson
 
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Post » Sun Jan 10, 2010 6:01 pm

Of course. Though, walking like Jesus across a lake should be comparable in power to blowing up a whole gang of thieves. Just because a spell does not blow something up does not mean it is not awesomely powerful as well.

I don't think the spells are the problem. The problem is there are not any NPCs with intelligent enough behavior to present a challenge.
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Sabrina garzotto
 
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