Spell Creation removal

Post » Thu Aug 11, 2011 3:02 am

[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.

Simply put, no it didnt. Your beyond exaggerating. If people thought spell creation was difficult to understand or use, then Im sure they have much bigger problems to worry about. This game and previous games were for Teens and mature audiences. Not sure I know any teen or mature person that doesnt understand simple 1-100 scale variables. Again, if you cant not exploit it, then dont use it. I never once exploited it in my thousands and thousands of hours of playing.
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Connie Thomas
 
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Post » Thu Aug 11, 2011 1:03 am

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.



Or this.

Sorry kid. Todd was expressing that it didn't feel to him like you really dabbled in the arcane with Oblivion when spell-making and that the feeling he wanted players to have in Skyrim was that it was really immersive. That is why it was axed. And its apparently not apparantly.
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alyssa ALYSSA
 
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Post » Thu Aug 11, 2011 1:30 am

Sorry kid. Todd was expressing that it didn't feel to him like you really dabbled in the arcane with Oblivion when spell-making and that the feeling he wanted players to have in Skyrim was that it was really immersive. That is why it was axed. And its apparently not apparantly.

Nope, has nothing to do with immersion. Todd was expressing PR jargon to appeal to newbs. Come back when you've actually played an ES game and can converse without name calling.

If anything, SC adds immersion, allowing you to be immersed and lose all track of time while creating.
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LADONA
 
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Post » Wed Aug 10, 2011 9:44 pm

Simply put, no it didnt. Your beyond exaggerating. If people thought spell creation was difficult to understand or use, then Im sure they have much bigger problems to worry about. This game and previous games were for Teens and mature audiences. Not sure I know any teen or mature person that doesnt understand simple 1-100 scale variables.


I'm not talking about difficulty or opaqueness or obfuscation. Get your head out of your ass. I've stated repeatedly that it was incredibly simple and easy to break. Any [censored] moron who can read could immediately figure out that Charm 100 for 1 second on Touch renders Speechcraft a completely useless skill. It didn't reward creativity, it rewarded not being mentally deficient or just being able to use Google. Whether it was boring or not is entirely a matter of opinion, so stop stating yours like it's scientifically proven fact. This one trait of yours irks me more than anything else about you, your constant implication that you're objectively right about absolutely everything to the degree that it's blatantly obvious and you never, ever, ever have to cite sources or justify yourself through logical reasoning.

It was boring as all [censored] to me and many, many other people, and having flamethrower hands that act in a manner that is fundamentally different from bouncy lightning bolts that arc between opponents and drain magicka feels more like actual [censored] magic than tweaking numbers in a menu.

Was that clear enough for you?
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Sunnii Bebiieh
 
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Post » Thu Aug 11, 2011 6:00 am

I'm not talking about difficulty or opaqueness or obfuscation. Get your head out of your ass. I've stated repeatedly that it was incredibly simple and easy to break. Any [censored] moron who can read could immediately figure out that Charm 100 for 1 second on Touch renders Speechcraft a completely useless skill. It didn't reward creativity, it rewarded not being mentally deficient or just being able to use Google. Whether it was boring or not is entirely a matter of opinion, so stop stating yours like it's scientifically proven fact. This one trait of yours irks me more than anything else about you, your constant implication that you're objectively right about absolutely everything to the degree that it's blatantly obvious and you never, ever, ever have to cite sources or justify yourself through logical reasoning.

It was boring as all [censored] to me and many, many other people, and having flamethrower hands that act in a manner that is fundamentally different from bouncy lightning bolts that arc between opponents and drain magicka feels more like actual [censored] magic than tweaking numbers in a menu.

Was that clear enough for you?

It was simple and easy not to break.
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Spaceman
 
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Post » Thu Aug 11, 2011 12:28 am

A simple example would be the heart attack spell. This can be used in all types of capacities and can be tweaked with all types of other effects to suite a lot of RPs, Necromancers, Witchdoctors, Witches, Debuff builds in general. Its really limitless. You can go abstract and create new ways to play the game, having spells more like "perks", or abilities. Sacrificial spells, "Divine" spells, aesthetically appealing (or as nice looking as you can get from Ob) spells. Its endless. Every player that utilized it got somthing different and totaly customized out of it. From depraved Illusion concoctions, to tailored specific spells that only hold any real representation within your own mind.


I will have to try out the heart attack spell but I dont see how not having access to that really hurts your RP options, not to mention that most of the "unique" created spells are little more than exploits that really dont add much to character flavor. And while I suppose you could "RP" a blood mage by creating spells that have a damage health on self effect it all seems rather pointless due to the fact that in the reality of the game you are only nerfing your character by creating a spell that costs more (both mana and health) for no reason at all.

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.


Of course if they can make an improved spell creation system that works with the improved magic system then you would have no arguments from me, but that being said which would you rather? The spell creation and spell system from Oblivion? Or the new improved spell system in Skyrim?
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:)Colleenn
 
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Post » Thu Aug 11, 2011 3:03 am

I will have to try out the heart attack spell but I dont see how not having access to that really hurts your RP options, not to mention that most of the "unique" created spells are little more than exploits that really dont add much to character flavor. And while I suppose you could "RP" a blood mage by creating spells that have a damage health on self effect it all seems rather pointless due to the fact that in the reality of the game you are only nerfing your character by creating a spell that costs more (both mana and health) for no reason at all.


Like I said, one small example that is the tip of the tip of the tip of the iceburg.
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Kayla Keizer
 
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Post » Thu Aug 11, 2011 1:38 am

I disagree with the Op, Spell Creation has to go. Nobody is going to take the regular spells seriously or pick them when they could just make a better one and by eliminating Spell Creation, you make the regular spells matter more.
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Kara Payne
 
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Post » Thu Aug 11, 2011 4:16 am

It was simple and easy not to break.


Everything is easy "not to break." You just have to restrict yourself, which is another way of saying that you had to do the job that the game should do itself. You shouldn't have to make your own [censored] challenge. A game that is unintentionally too easy by design is a flawed game. It's easy not to encounter this bug that crashes the game and corrupts your saves, just don't go in this area to do this quest. Cut yourself off from content because the people who made the game didn't get rid of this thing that ruins the experience for you. Just don't strap those four machine guns to that plasma rifle to create that thing that blows up the final boss in an instant when you sneeze. Just don't equip that easily-acquired piece of armor that literally makes you invincible. Just don't look at the flashing neon green text that tells you the exact solution to the puzzle. [censored] challenge in a [censored] video game, you need to roleplay and God forbid we provide your character with real challenges to overcome. You can wear whatever pauldrons you want while you're ignoring actual content to make up your own in your head, after all. That's what roleplaying is all about, isn't it?
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-__^
 
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Post » Wed Aug 10, 2011 10:50 pm

Everything is easy "not to break." You just have to restrict yourself, which is another way of saying that you had to do the job that the game should do itself. You shouldn't have to make your own [censored] challenge. A game that is unintentionally too easy by design is a flawed game. It's easy not to encounter this bug that crashes the game and corrupts your saves, just don't go in this area to do this quest. Cut yourself off from content because the people who made the game didn't get rid of this thing that ruins the experience for you. Just don't strap those four machine guns to that plasma rifle to create that thing that blows up the final boss in an instant when you sneeze. Just don't equip that easily-acquired piece of armor that literally makes you invincible. Just don't look at the flashing neon green text that tells you the exact solution to the puzzle. [censored] challenge in a [censored] video game, you need to roleplay and God forbid we provide your character with real challenges to overcome. You can wear whatever pauldrons you want while you're ignoring actual content to make up your own in your head, after all. That's what roleplaying is all about, isn't it?

Not making OPed spells didnt restrict me from anything.



No amount of unimaginative people can change the fact that SC allowed unlimited RP potential and variety.

Its takes less self control and effort to go into the menu and turn the difficulty slider all the way down than it does to create an "OPed" spell.
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Olga Xx
 
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Post » Thu Aug 11, 2011 1:04 am

Meh, i never found myself actually needing the spell creator. I only really used it to make the kind of speel that you unleash on the market district during rush hour ;)

Either way, i dont really mind if its in or not. I only hope that if it is implemented, it is fun, visually appealing, and any spells you create should look like the sum of its parts (e.g shock + frenzy = red lightning with a reddish haze around it)
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Gemma Flanagan
 
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Post » Thu Aug 11, 2011 6:56 am

SC in previous games has required a little imagination. Your creating representations, just like the devs would, with a simplified version of their tools even. Of course it requires imaginations and some creativity to get uniqueness out of it. Something more than 'All I used it for was changing around the duration and magnitude of an already made spell."
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R.I.P
 
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Post » Thu Aug 11, 2011 6:58 am

Never really used the spell creation thing in oblivion even when I was a mage. mostly because u could only do it at one place, never used it in morrowind either if it even existed I don't remember XD. I don't think it will remove much from skyrim if it aint in. Maybe other players use it more.
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tegan fiamengo
 
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Post » Thu Aug 11, 2011 4:49 am

I hated Spell Creation in Oblivion, but the many spells I created in Morrowind with my battlemage, even soul-trap glitched my intelligence to 60k just because I love making spells.
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Emma
 
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Post » Wed Aug 10, 2011 10:57 pm

SC in previous games has required a little imagination. Your creating representations, just like the devs would, with a simplified version of their tools even. Of course it requires imaginations and some creativity to get uniqueness out of it. Something more than 'All I used it fr was hanging around the duration and magnitude of an already made spell."


Read between the lines, friend. What I'm saying here is that the vast majority of conversations with you go like this:

"...just give me [x feature that was removed that will not be in Skyrim]"
"I think that [x feature] being removed can be seen as a good thing because [argument that I take time to explain and lay out for you]"
"You just lack imagination" (scuttle off to whatever crevice your Internet self dwells in when you're not making cryptic one-sentence posts)

Seriously, it's irritating. If you're going to say something at least explain yourself in a thorough manner.

And you're still not addressing the main thrust of my counter-argument: abusing the spellcrafting system did not require a significant degree of intelligence because by its very design it was broken with no degree of difficulty. A feature like that which requires you to restrict yourself to have fun is, in my mind, bad on a fundamental level. There's a trade-off going on here that you're refusing to acknowledge and that I sincerely doubt you ever will. First and foremost to me, TES is a video game, and however much you project onto it it will not change the fact that the meat of the experience is killing [censored], leveling up, and looting treasure. I love RPGs. I love creating a character and getting into him and making the choices he would make and seeing the consequences that unfold as a result. This is not something I come to TES for because speaking from experience it is a series that is absolutely terrible at it. Choices are utterly meaningless if they all have the same result in the end. If anything it looks like Skyrim is improving quite a bit on that particular aspect of RPG gameplay, given that you get something as simple as choosing to release a prisoner or simply move along, or get a mage duel that another character would not get not because he didn't move along a linear series of quests but because he doesn't do magic [censored].

I will not miss spellmaking in any capacity. It's not that I don't care that it's gone, I'm glad it's gone. One thing that lots of people don't seem to get is that it was something that diminished my enjoyment of the game simply by existing. "Just don't use it." [censored] you. It's a gameplay feature and it demands my use, and when it ruins my experience I feel disappointed. I'd rather it not be there at all. It's chaff. Gristle. Flavorless, rubbery fat drained of all its goodness. I don't want it on my steak of a game. Get rid of it. Throw it the [censored] out.
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Alan Cutler
 
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Post » Thu Aug 11, 2011 7:14 am

I doubt people can create a spell creation mod. It sounds like a lot of work. Can it be pulled off?


Anything can be pulled off with mods, If Bethesda can do it a dedicated modder sure can :)

Also do bethesda use the Creation Kit when making the game, or something much more powerful


:turtle:
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April
 
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Post » Wed Aug 10, 2011 7:46 pm

Its possible to create a spell-making mod but the issue is that people often put spells that are game-breaking into mods. The idea is to keep things balanced so even if we still have to work out strategies to kill enemies like before, the mods shouldn't make it any easier so we still have a challenge. The more challenging it is, the more rewarding the victory will fee.
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SamanthaLove
 
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Post » Thu Aug 11, 2011 5:25 am

I think SC was simple but counter intuitive for me because of its interface and axed because it could be abused. I am all for more inviting interface and perhaps less number involving but complete removal is just not wanting to put effort in improvement
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ashleigh bryden
 
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Post » Wed Aug 10, 2011 8:16 pm

I think SC was simple but counter intuitive for me because of its interface and axed because it could be abused. I am all for more inviting interface and perhaps less number involving but complete removal is just not wanting to put effort in improvement

You see, I think that's the problem with it. An interface. An interface isn't dabbling with the Arcane, you might as well just use the Construction Kit and make up your spells that way. What I think we need for immersion and game play value is not a screen of numbers and/or sliders and effects per se, but a way to interact with it in-game to create a spell making system that feels magical as adjusting numbers and sliders could not.
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Phillip Brunyee
 
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Post » Thu Aug 11, 2011 12:15 am

Ive explained myself countless times, to you even. You dont get it. I give examples. You dont get it. What do you want me to say? People that 'got' spell creation know what I'm talking about it. People that didnt will either understand my examples, or wont. I cant really make it any clearer than I already have. I dont need to write some long winded post filled with censored curse words to get my point across. At least I hope I shouldnt.


Actually, you tend to say the same thing over and over and over again. It boils down to "customization is good, I want customization whatever the cost, I created X spell that had effect that were completely unanticipated by the people who were paid to play the game 80 hours a week and try pretty much every combination ever to make sure it didn't crash the game, I'm better than you." A single sentence is not a sufficient explanation, and I can't recall a single post you've made where you answered my argument in a satisfactory manner. On the other hand, I've lost count of the number of times where you've accused me of lacking imagination and writing me off entirely. There's a difference between being succinct and simply refusing to say more. Learn the difference, please.
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Jenna Fields
 
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Post » Thu Aug 11, 2011 4:53 am

There is no need for spell creation. Detect life works for as long as you cast it, the range of the effect surely depends on your magic level. Same goes for fireball, your spells become stronger as you become stronger. It works well if it's like that. In addition to not making mages god-like beings again, while leaving rogues and warriors far behind.
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KRistina Karlsson
 
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Post » Thu Aug 11, 2011 10:07 am

There is no need for spell creation. Detect life works for as long as you cast it, the range of the effect surely depends on your magic level. Same goes for fireball, your spells become stronger as you become stronger. It works well if it's like that. In addition to not making mages god-like beings again, while leaving rogues and warriors far behind.

I agree, but including a real-time spell making system (no interface) just a warded stone circle where you walk your character and imbue a limited number of reusable crystals with spell effects - place the crystal on the altar and begin casting on it until you remove it or the crystal is full (based on your mana pool - the crystal can only hold combined spells whose total mana cost does not exceed your current mana) The crystals you can name and automatically appear as spells in your spell list. That way those wanting a spell that does fire spray in all direction above the player's head raining down in a 10m radius around the player can make that kind of spell. I went into more detail before about it. But that's the crux of it. You don't have to use it. Magic is limited by your mana. And certain combinations like (fire and ice) or (paraylse and fire) or (100% chameleon) are not possible where the game says "To weave these magics together would be too great a strain." or something.

I don't see it hurting your game-play or anyone else's and then we're all happy.

Anyone have a better idea other than I want spell-making altars and a spreadsheet?
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Roberta Obrien
 
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Post » Thu Aug 11, 2011 7:18 am

I agree, but including a real-time spell making system (no interface) just a warded stone circle where you walk your character and imbue a limited number of reusable crystals with spell effects - place the crystal on the altar and begin casting on it until you remove it or the crystal is full (based on your mana pool - the crystal can only hold combined spells whose total mana cost does not exceed your current mana) The crystals you can name and automatically appear as spells in your spell list. That way those wanting a spell that does fire spray in all direction above the player's head raining down in a 10m radius around the player can make that kind of spell. I went into more detail before about it. But that's the crux of it. You don't have to use it. Magic is limited by your mana. And certain combinations like (fire and ice) or (paraylse and fire) or (100% chameleon) are not possible where the game says "To weave these magics together would be too great a strain." or something.

I don't see it hurting your game-play or anyone else's and then we're all happy.

Anyone have a better idea other than I want spell-making altars and a spreadsheet?

THIS
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Tiffany Carter
 
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Post » Thu Aug 11, 2011 4:52 am

I agree with a more flashy, intuitive way of spell creation. Numbers and sliders are not really my main concern but simply the way it is represented. And yes i know, the elderscrolls should not primarily be about flashy effects and such but it would certainly not hurt the game. An alter or anything for that matter sounds fine to me as long as the interface is comfortable, the options are expanded and balanced.

If Beth just jumped on the spell creation issues from the beginning and gave us a nice, intuitive and comfortable system would anyone have complained?
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Donatus Uwasomba
 
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Post » Thu Aug 11, 2011 4:43 am

Honestly...i never spent much time (if any) making spells, i was a warrior with sword and bow and arrow and later on used a bit of magic. But i can perfectly understand people being angry about this and i dont understand it. What's the reason Bethesda decided to do this?
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Blackdrak
 
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