Spell Creation removal

Post » Thu Aug 11, 2011 3:25 am

But you said spell creation was a cornerstone of the series. Now Bethesda have been trying to improve the magic system in Skyrim and unfortunately for you that means that spell creation will be removed from the game, for me the spell creation system in Oblivion did little more than allow the player to change the name and tweak already existing spells or combine a few different spells into one making them unusable due to the high magic cost so for me the removal of the spell creation for an improved magic system is more than a fair trade.

Now perhaps I am wrong and was uncreative when it come to spell creation but I dont see what the big deal is with it being removed, you and Xarnac on the other hand feel that the removal of spell creation is a big slap to the face of the fans with Xarnac even claiming that its removal will severely hurt his RP options, with claims like that I really want to know what you guys actually managed to do with the spell creation system so if you would be so kind could both you and Xarnac (and anyone who feels the same) post up some of these amazing spells that you managed to create in Oblivion?


Would you have minded a improved spell creation system? The magic system is different from the creation system in my opinion. Because we can combine 2 spells does not substitute for the tweaking an creation of spells. Oblivions spell crafting system was not perfect but you can atleast agree that it could have been improved? I am no fanatic spell inventor myself but found it appealing to be able to adjust and mix effects to fight certain opponents, combining silence with weakness to said element for wizards and such.
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patricia kris
 
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Post » Thu Aug 11, 2011 1:51 am

Spell-making is in effect making combinations of spells, there's a little more to it like parameters, but that's basically all it is. The new system allows you to change the parameters in a set number of ways and in terms of potency/AoE its determined by charging the spell where applicable in the game in real-time.

I'm sorry but balancing spell-making is not going to facilitate maintaining unbroken immersion for greater periods of time.


That is not a solution. Those are achievable and achieved with the new spell system in Skyrim. Id be keen on spell-making but not the old system which had immersion and exploitation issues, if you cannot provide a way to integrate spell-making and circumvent the issues that caused its exclusion then all you're achieving is venting your frustration and upsetting people who are really excited about the new possibilities of the new magical system.


Quick question for you.

If the "old system" or something very like it that had "immersion and exploitation issues" was in Skyrim (with an option to turn it off) would you use the system or turn it off?

Seriously, give me an honest answer.

How hard would it be to have an on and off switch? They have it for gore, why not this?
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Celestine Stardust
 
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Post » Wed Aug 10, 2011 9:07 pm

Spell-making is in effect making combinations of spells, there's a little more to it like parameters, but that's basically all it is. The new system allows you to change the parameters in a set number of ways and in terms of potency/AoE its determined by charging the spell where applicable in the game in real-time.

I'm sorry but balancing spell-making is not going to facilitate maintaining unbroken immersion for greater periods of time.


That is not a solution. Those are achievable and achieved with the new spell system in Skyrim. Id be keen on spell-making but not the old system which had immersion and exploitation issues, if you cannot provide a way to integrate spell-making and circumvent the issues that caused its exclusion then all you're achieving is venting your frustration and upsetting people who are really excited about the new possibilities of the new magical system.


you will be limited to what properties spells have. equiping 2 different spells is not the same as editing new effects to them combine them and truly creating your own effect.

And what do you mean unbroken immersion? If you find spellmaking immersion break in any situation then that is up to you. But not for all of us.

Ill repeat myself. Do not want old system but an improved system. Do not keep hamering on the old system. Immersion issues is your own problem, exploitation issues could be fixed. I am no game developer but I am fully aware of the possibility's that could have been presented. There is a huge team behind the development of this game. I find it hard to image they did not see a solution when there are many that come to mind to many people.
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Neil
 
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Post » Wed Aug 10, 2011 10:46 pm

Spell-making is in effect making combinations of spells, SNIP

Simply put, get more creative, and imaginative. You can create whole play styles around spell creation.
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Dragonz Dancer
 
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Post » Thu Aug 11, 2011 8:21 am

im glad they removed spell creation, scroll enchanting would be nice however. spell creation was exploited to much... but weapon enchanting? that is a must...
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Charity Hughes
 
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Post » Thu Aug 11, 2011 8:52 am

LOL don't get your tampons in a mess. I'm tired of these rehasded threads about Spell Creation so yea I said it and I will say it again- Screw Spell Creation. Get over it, its not in the game. :glare:


Alright! you made your point. don't criticize and blantly stare in to the future accepting every change applied. Will you stay away from this thread this time?
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Khamaji Taylor
 
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Post » Thu Aug 11, 2011 11:02 am

Ive been thinking on it. A solution is this and you should have thought of it before posting this thread:

The Winterhold Collective has a warded circle where you stand with your character - using magic begins the process. In this warded circle if you have a rare crystal (rare so you truly value it) you can combine spell effects in real-time by switching between different spells and charging them in certain ways. Without a magical crystal you will not be able to retain the spell you are creating so it would be an exercise of futility (a taste of what is to come). While using a spell you can use other buttons to lengthen or narrow its area of effect or size etc for the current spell effect your are modifying. You can add up to perhaps 3 or more compatible spell effects to one spell. When you are ready (your character will be holding a mass of magic that's twisting and reforming in different ways to represent the weaving of a new magical spell and roughly how it will look in the game when cast. The spell is stored in the crystal. The details of the spell are stored, when you're happy with them, in the crystal. The details of the spell while making it are represented by floating data in the bottom right of the screen. All exploitative use of magic (1 sec of paralysis and fireball on target for example), unrealistic combinations (like incompatible fire and ice magic), and game breaking combinations (100% chameleon) are not achievable in the warded circle because "The strain to weave this magic would be too great." You can only create a spell as powerful as your total current magicka pool. You would only have a set number of crystals you can find in the game, those crystals each create a slot in your magic menu under their own heading and not that of a School of Magic or under the heading of "All MAGIC". So, you can select and equip them from the menu the same way as you can select spell effects and assign them to a mapped button (which is how you would add and remove different spell effects in the warded circle). You should be able to rename each crystal which would be represented by the spell name thereafter. This eliminates the spell list convolution and the immersion breaking aspect (except naming your spell which takes you to the name generation screen which could be excluded). Problem solved. Dump it into an expansion and you have your solution.

This doesn't break immersion as far as I'm concerned, as Todd said was the main reason they got rid of spell creation (the spreadsheet issue).
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Christie Mitchell
 
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Post » Wed Aug 10, 2011 8:37 pm

...Just give us an Altar.




People that dont want to utilize it, never have to even touch it, just like in every previous ES.
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marie breen
 
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Post » Thu Aug 11, 2011 3:41 am

Ive been thinking on it. A solution is this and you should have thought of it before posting this thread:

The Winterhold Collective has a warded circle. In this warded circle if you have a rare crystal (rare so you truly value it) you can combine spell effects in real-time by switching between different spells and charging them in certain ways. While using a spell you can use other buttons to lengthen or narrow its area of effect or size etc. When you are ready (your character will be holding a mass of magic that's twisting and reforming in different ways to represent the weaving of a new magical spell and roughly how it will look in the game when cast. The spell is stored in the crystal. The details of the spell are stored, when you're happy with them, in the crystal. The details of the spell while making it are represented by floating data in the bottom right of the screen. All exploitative use of magic (1 sec of paralysis and fireball on target for example), unrealistic combinations (like incompatible fire and ice magic), and game breaking combinations (100% chameleon) are not achievable in the warded circle because "The strain to weave this magic would be too great." You can only create a spell as powerful as your total current magicka pool. You would only have a set number of crystals you can find in the game, those crystals each create a slot in your magic menu under their own heading and not that of a School of Magic or under the heading of "All MAGIC". So, you can select and equip them from the menu the same way as you can select spell effects and assign them to a mapped button (which is how you would add and remove different spell effects in the warded circle). You should be able to rename each crystal which would be represented by the spell name thereafter. This eliminates the spell list convolution and the immersion breaking aspect (except naming your spell which takes you to the name generation screen which could be excluded). Problem solved. Dump it into an expansion and you have your solution.

This doesn't break immersion as far as I'm concerned, as Todd said was the main reason they got rid of spell creation (the spreadsheet issue).


There you go! a good solution as far is I understand. Would such a system be such a drag to anyone? And if so, then don't use it! just like you would not use enchanting weapons if you would not want to.
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Bek Rideout
 
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Post » Thu Aug 11, 2011 6:01 am

There you go! a good solution as far is I understand. Would such a system be such a drag to anyone? And if so, then don't use it! just like you would not use enchanting weapons if you would not want to.

It would drag me, I shouldnt be limited to the spells I create by some crystal. Especially when in the lore, all Ive ever needed before were Altars.

Give us an altar, have created spells require two hands to wield, dont allow weakness and magicka fortification stacking, balance magicka costs, there its fine and works for everybody. I never once made an OPed spell in OB, or Morrow and I utilized SC to the max.
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Dalley hussain
 
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Post » Wed Aug 10, 2011 10:34 pm

...Just give us an Altar.

People that dont want to utilize it, never have to even touch it, just like in every previous ES.


Exactly.
Why would anyone care if I use a 3 second weakness to magicka, 3 seconds damage health and 3 seconds soul trap spell? It's my game, you are not affected by it whatsoever. :shrug:
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sarah
 
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Post » Thu Aug 11, 2011 9:20 am

There you go! a good solution as far is I understand. Would such a system be such a drag to anyone? And if so, then don't use it! just like you would not use enchanting weapons if you would not want to.

It would be a lot more fun than the old system. It would occur in real-time. So if you take damage from an enemy then the process ends and you are free to battle. And if you really wanted a spell-making altar there could be one in the center and instead of using magic to activate the process you just activate the altar and you are in spell-making mode... I think it would be a waste of time (that altar itself). But runed stone pillars rising up around you would be awesome when spell-making was active. The warded circle would not have to be that large because the floating info in the bottom corner of the screen would tell you the diameter of the spells blast radius if applicable. Those spell details can be switched between by using the sprint trigger in spell-making mode. You would be able to walk around the circle but not leave it until you have canceled or finished spell-making. You would not be able to run in the warded circle but then... if you ran you might slip and that would be disastrous when experimenting with new magic, no?
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Kim Bradley
 
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Post » Wed Aug 10, 2011 11:54 pm

It would drag me, I shouldnt be limited to the spells I create by some crystal. Especially when in the lore, all Ive ever needed before were Altars.

Give us an altar, have created spells require two hands to wield, dont allow weakness and magicka fortification stacking, balance magicka costs, there its fine and works for everybody. I never once made an OPed spell in OB, or Morrow and I utilized SC to the max.


Also an option! or any other for that matter that would prevent abuse. Beth could have come up with such ideas themselves.
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Mrs. Patton
 
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Post » Wed Aug 10, 2011 11:48 pm

It's a matter of opinion and in my opinion getting rid of it is good because it eliminates something that allows for ridiculous degrees of exploitation by design. It also necessitates making individual effects more generic in order to fit into the niches that spellcrafting would require, since you'd have to be able to tweak a very specific set of traits to craft your own floating particle effect that executes a script on impact spell. I very much prefer a lightning spell that bounces off surfaces and a frost spell that slows enemies and drains their stamina to X elemental damage in X feet on target.


Also I've got my flamethrower hands which frankly is all I ever really wanted out of the magic system to begin with so spellcrafting can go [censored] itself for all I care.
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Oceavision
 
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Post » Thu Aug 11, 2011 1:20 am

I disagree entirely with the OP.

In oblivion it was far too easy to make gamebreaking spells like weakness to magic 100% weakness to fire/frost/lightning 100% 50 damage health/frost/fire/lightning for one second on touch to completely destroy everything in one hit.
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Jenna Fields
 
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Post » Wed Aug 10, 2011 11:07 pm

It would be a lot more fun than the old system. It would occur in real-time. So if you take damage from an enemy then the process ends and you are free to battle. And if you really wanted a spell-making altar there could be one in the center and instead of using magic to activate the process you just activate the altar and you are in spell-making mode... I think it would be a waste of time (that altar itself). But runed stone pillars rising up around you would be awesome when spell-making was active. The warded circle would not have to be that large because the floating info in the bottom corner of the screen would tell you the diameter of the spells blast radius if applicable. Those spell details can be switched between by using the sprint trigger in spell-making mode. You would be able to walk around the circle but not leave it until you have canceled or finished spell-making. You would not be able to run in the warded circle but then... if you ran you might slip and that would be disastrous when experimenting with new magic, no?


Your solution sounds fun and intuitive way of creating spells although all of that being limited to crystals is a bit of a meh to me. still sounds pretty awesome the way you describe it! :foodndrink:
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Andrew Perry
 
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Post » Wed Aug 10, 2011 9:55 pm

It would drag me, I shouldnt be limited to the spells I create by some crystal. Especially when in the lore, all Ive ever needed before were Altars.

Give us an altar, have created spells require two hands to wield, dont allow weakness and magicka fortification stacking, balance magicka costs, there its fine and works for everybody. I never once made an OPed spell in OB, or Morrow and I utilized SC to the max.

Our spreadsheet days are over. You are as set in your ways and doomed to obscurity as the old man is in your avataar - Todd will not budge on the spreadsheet issue. You need to learn to compromise or stop ranting because you're dragging on people. Not meaning to be mean but svck it up.
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Gisela Amaya
 
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Post » Thu Aug 11, 2011 8:03 am

Dont want to exploit? Dont make exploitable spells. I never understood this, you can just as easily make a balanced spell in SC, as you can an 'OPed' one. who are these people that have no self control to not make OPed custom spells? Who are these people that care how I, or anybody else plays our game? Exploitation and balance is the least of the reasons to scrap it.

Our spreadsheet days are over. You are as set in your ways and doomed to obscurity as the old man is in your avataar - Todd will not budge on the spreadsheet issue. You need to learn to compromise or stop ranting because you're dragging on people. Not meaning to be mean but svck it up.

There was nothing spreadsheety about spell creation. Get your Todd PR right if your going to regurgitate it. Todd specifically said, in thats same interview, that SC is something they would like to have and are hoping to work on it and have it in.
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Stephanie I
 
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Post » Thu Aug 11, 2011 9:37 am

Because many people seem to linger on the idea that I want the old system I highlited a text in the OP saying I do not. So please avoid using it as an argument for immediatly completely axing this feature.

Thank you :thumbsup:
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Paula Rose
 
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Post » Thu Aug 11, 2011 12:08 pm

if this game dont have spell creation they better have ALOT and EFFECTIVE AND COOL spell to use
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Liv Staff
 
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Post » Wed Aug 10, 2011 7:46 pm

Dont want to exploit? Dont make exploitable spells. I never understood this, you can just as easily make a balanced spell in SC, as you can an 'OPed' one. who are these people that have no self control to not make OPed custom spells? Who are these people that care how I, or anybody else plays our game? Exploitation and balance is the least of the reasons to scrap it.


There was nothing spreadsheety about spell creation. Get your Todd PR right if your going to regurgitate it. Todd specifically said, in thats same interview, that SC is something they would like to have and are hoping to work on it and have it in.

Todd called spell-making in Oblivion a spreadsheet system that they didn't like because it broke immersion - as soon as the sliders were up and you were setting things, Todd said, that it took you away from feeling like you were dabbling in magic. Go look it up and watch it again before you make a fool of yourself anymore than you have. It was the immersion issue that was the crux of the issue in its exclusion not the exploits which can be fixed quite easily now they are apparent to Bethesda.
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Amy Gibson
 
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Post » Thu Aug 11, 2011 10:03 am

Todd called spell-making in Oblivion a spreadsheet system that they didn't like because it broke immersion - as soon as the sliders were up and you were setting things, Todd said, that it took you away from feeling like you were dabbling in magic. Go look it up and watch it again before you make a fool of yourself anymore than you have. It was the immersion issue that was the crux of the issue in its exclusion not the exploits which can be fixed quite easily now they are apparent to Bethesda.

The accursed "i" word has lost all meaning, as far as I'm concerned. It makes little sense, to me, and I don't understand it or how it is relevant to anything. Please, teach me the ways of forgetting I am playing a video game and getting angry when a great feature somehow breaks that impossible lack of self-awareness and makes a person angry enough to justify removing it because of that.
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N Only WhiTe girl
 
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Post » Thu Aug 11, 2011 12:06 am

I'm on the fence. Yes, having a spell crafting system is great. That said I've really very little idea how Bethesda have changed magic in general. We have few sources of a couple of spells. It may be completely unnecessary to have spell crafting now. Effects have changed, mechanics differ. I'll wait until I see more information (or play the game) before inpass judgement. The game will be what it is regardless of preferences of the community, therefor all we can do is provide feedback once we've tested Bethesda's ideas and improve TESVI.
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Syaza Ramali
 
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Post » Thu Aug 11, 2011 2:48 am

Todd called spell-making in Oblivion a spreadsheet system that they didn't like because it broke immersion - as soon as the sliders were up and you were setting things, Todd said, that it took you away from feeling like you were dabbling in magic. Go look it up and watch it again before you make a fool of yourself anymore than you have. It was the immersion issue that was the crux of the issue in its exclusion not the exploits which can be fixed quite easily now they are apparent to Bethesda.

It wasn't about immersion, it was about people apparantly not understanding simple numbers. thinking they were "too spreadsheety". Those people didnt know how to use spell creation in the first place, so Im not sure why they would even matter. SC was not hard to understand. Combine effects, name them. Then you get more creative and extravagant. The only person looking like a fool, is the you, since you dont even know what your talking about, or how to use a simple mechanic like SC. It had nothing to do with immersion, since its subjective. If it was immersion, then there wouldnt even be enchanting in Sky since its basically the same type of mechanic.


The accursed "i" word has lost all meaning, as far as I'm concerned. It makes little sense, to me, and I don't understand it or how it is relevant to anything. Please, teach me the ways of forgetting I am playing a video game and getting angry when a great feature somehow breaks that impossible lack of self-awareness and makes a person angry enough to justify removing it because of that.

Or this.
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Charlie Sarson
 
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Post » Thu Aug 11, 2011 5:07 am

There was nothing spreadsheety about spell creation.


[censored]. It was a sea of numbers. It felt like I was setting up an algebra equation, not hurling lightning bolts at people. It removes a degree of customization; there's absolutely no arguing against that. But customization is not inherently good. It's a [censored] video game, and I very much prefer balance to an endless multitude of ways to utterly eliminate challenge from the game. The only way to balance spellcrafting would be to weaken and limit it severely. At a certain point you question whether it's worth it to keep it, and as I've said before IMO bouncy lightning bolts > floating balls of light that do the exact same thing every time.
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Invasion's
 
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