No Spell-Making confirmed

Post » Sat Aug 13, 2011 1:29 pm

I love being told by the developers what I can and can't do. The day when my game has a full tutorial that follows me through the game telling exactly what I do is the day when my gaming experience is complete. I just love using the exact spells the developers made and not having to use my imagination or creativity at all.

[censored]
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Franko AlVarado
 
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Post » Sat Aug 13, 2011 5:15 am

they aren't dumbing down the game with this. they're making so that there's an actual reason to be something other than a mage. and from what we've all seen the magic is still very fierce. before you could make your own spells and become so powerful that nothing could stop you. 100% chameleon. 110 frost/fire/lighting (your choice or all three) for 2 second. and paralyze for 2 secs. that's all it takes. not to mention all the other way too powerful spells you could create. this will make it right. I'm sure that in the future when they've gotten the basics done right and perfect they may bring back spellmaking. I've said this in a few other posts but I think this point needs to get across to everyone. from a game creator's perspective they aren't "dumbing things down" they are perfecting the basics so that they can then add and improve. TES has been going on for a long time, but they have always had too much from the start. and it's been making things out of perspective. there shouldn't be both an invisibility and a chameleon spell. there shouldn't be mark and recall (for those moments of I'm not supposed to get away from this battle or place but I can cuz I can just warp), there shouldn't be hand to hand combat as a main (until they have perfected what they got and can then start adding a martial arts mechanic to their game) there's a lot being "taken out" or moved around, but all in all it's going to be an amazing game, that everyone loves, and from what I'm seeing is actually the start of something that's going to be really great. it's not the end of TES, it's only the beginning.
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CRuzIta LUVz grlz
 
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Post » Sat Aug 13, 2011 6:20 am

I think you are missing the point.
There is nothing wrong with any of these things you describe.
If people find em fun to use, great.
If people dont, nothing is forcing them.

I feel no sympathy at all for: I cant control myself, the game is ruined. Must gimp and ruin everyones game who actually like freedom.

Again, this is not a linear, boxed in hardcapped FPS. This is a free open world.
Or it used to be.


If you find those things fun to use, great. Download some mods that allow for some spellmaking or ones that add different spells all together.

Allowing people to create spells at a ridiculously low cost that have a huge impact on gameplay shouldn't have been added on the first place.
I'm not against the concept of spellmaking, but rather an UNCHECKED spellmaking system. If they had added much higher requirements to cast such uber-powerful spells I would not complain. Heck, if they capped the max %of deflect damage/chameleon/shield a person can have at most (maybe at something like 70% I would not think it needs to be removed.

But the fact that they did not check for potential abuses of spellmaking on neitherMmorrowind nor Oblivion lead me to believe that having the same amount of freedom on Skyrim would just be asinine.


And like I said before. Removing spellmaking makes every spell you can get much more unique.
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mollypop
 
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Post » Sat Aug 13, 2011 4:18 am

I just want to know WHY ! devs ! WHY !!! , not enough time ? not enough money ? I really want to know !
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Vickytoria Vasquez
 
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Post » Sat Aug 13, 2011 11:37 am

Too bad. :shrug:
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Katie Pollard
 
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Post » Sat Aug 13, 2011 2:47 am

If you find those things fun to use, great. Download some mods that allow for some spellmaking or ones that add different spells all together.

Allowing people to create spells at a ridiculously low cost that have a huge impact on gameplay shouldn't have been added on the first place.
I'm not against the concept of spellmaking, but rather an UNCHECKED spellmaking system. If they had added much higher requirements to cast such uber-powerful spells I would not complain. Heck, if they capped the max %of deflect damage/chameleon/shield a person can have at most (maybe at something like 70% I would not think it needs to be removed.

But the fact that they did not check for potential abuses of spellmaking on neitherMmorrowind nor Oblivion lead me to believe that having the same amount of freedom on Skyrim would just be asinine.


I find your whole statement in relation to a series that promotes freedom Asinine.
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Rhysa Hughes
 
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Post » Sat Aug 13, 2011 1:20 am

I never used SM, so I don't really care.

That being said, this is a loss for those who did.

At least Magic looks really cool now, and you've Enchanting.
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Kara Payne
 
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Post » Sat Aug 13, 2011 7:31 am

I just want to know WHY ! devs ! WHY !!! , not enough time ? not enough money ? I really want to know !


Just a different way to employ magic that doesn't use just numbers and the same spell effects no matter is a Fire Damage on Target 1 pt for 2 secs or 200 for 60.

Having in mind we have one handed magic, two handed magic, and magic traps for each element, I think it's equally or even more complex than in Oblivion.
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Kat Stewart
 
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Post » Sat Aug 13, 2011 3:45 pm

I just want to know WHY ! devs ! WHY !!! , not enough time ? not enough money ? I really want to know !


I would take a wild guess and say it was very complicated and time consuming. Oblivion had very limited spell effects compared to Skyrim.
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BEl J
 
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Post » Sat Aug 13, 2011 2:02 am

If you find those things fun to use, great. Download some mods that allow for some spellmaking or ones that add different spells all together.

Allowing people to create spells at a ridiculously low cost that have a huge impact on gameplay shouldn't have been added on the first place.
I'm not against the concept of spellmaking, but rather an UNCHECKED spellmaking system. If they had added much higher requirements to cast such uber-powerful spells I would not complain. Heck, if they capped the max %of deflect damage/chameleon/shield a person can have at most (maybe at something like 70% I would not think it needs to be removed.

But the fact that they did not check for potential abuses of spellmaking on neitherMmorrowind nor Oblivion lead me to believe that having the same amount of freedom on Skyrim would just be asinine.


And like I said before. Removing spellmaking makes every spell you can get much more unique.


Fixing spellmaking is better than removing.
Spellmaking wasnt good in Oblivion because Oblivion wasnt a good TES game.
Level scaling, inability to delete spells, arbitrary hard caps and restrictions.

You can cap yourself if you want to, you should not demand my experience be capped because somehow you cannot abide what I do in my own single player game.
You call it abuses, I call it freedom.

I also very much doubt that spells created by other people can ever be as good as the spells I made myself, as a wizard.
Only using spells as they are and as they are taught is not wizardry at all.
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Setal Vara
 
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Post » Sat Aug 13, 2011 5:15 am

This is total BS, i dont care if the experiance isnt "magical" as todd put it, spellmaking was great fun in oblivion and added a lot of replayability and customisation for me (for ME that is). Doesnt matter that much really, there will be a mod for spellmaking, and bethesda will see they were wrong.
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:)Colleenn
 
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Post » Sat Aug 13, 2011 12:41 am

it'll be much more balanced. Making magic is just not...magical. It makes it seem scientific or industrial or something
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Scotties Hottie
 
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Post » Sat Aug 13, 2011 2:46 pm

That really svcks, and I mean it REALLY svckS, but I'm not going to let this stop me from buying and enjoying the game.
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Alister Scott
 
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Post » Sat Aug 13, 2011 6:03 am

I'm sad it's gone. Spellmaking can be abused to make your character too powerful. But it can also be used as an RP tool or just an outlet for creative players.

Do you have to make overpowered spells? No, though it can be tempting.

Will the devs put spells in the game that will fit with all RP driven concept characters. Not remotely possible.

There were other combinations besides weakness to everything 100% and drain health 100pts for 1 sec. then stack stack stack away. I don't know, maybe something like Healing Flames (a spell I made for my Fire Mage in OB) where it combined fire damage on touch for x seconds and restore health on self for x seconds. So for RP purposes it damaged my emeny by the same amount and time as it healed me. Don't see the devs putting something like that in the game.

That is the downside of spellmaking removal. Not the loss of overpowered spells but the loss of creative combinations that make the game unique to the player.

And to someone who said that spells were the same in OB just different numbers? Spellmaking allowed combos the devs never thought of. But Skyrim will now force every player to have the same, exact, down to the decimal, spell with no possibility of uniqueness. Your flamethrower will be just like my flamethrower. Your rune will be just like my rune.

I look forward to using the new spell system, but I will still miss the creativity that spellmaking allowed.
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Lou
 
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Post » Sat Aug 13, 2011 11:27 am

Fixing spellmaking is better than removing.
Spellmaking wasnt good in Oblivion because Oblivion wasnt a good TES game.
Level scaling, inability to delete spells, arbitrary hard caps and restrictions.

You can cap yourself if you want to, you should not demand my experience be capped because somehow you cannot abide what I do in my own single player game.
You call it abuses, I call it freedom.

I also very much doubt that spells created by other people can ever be as good as the spells I made myself, as a wizard.
Only using spells as they are and as they are taught is not wizardry at all.

That's exactly why anybody that's glad about Skyrim not having any Spell-Making feature is down right ignorant !
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Fam Mughal
 
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Post » Sat Aug 13, 2011 8:14 am

I just want to know WHY ! devs ! WHY !!! , not enough time ? not enough money ? I really want to know !

http://www.youtube.com/watch?v=fsY_10xiVAs



BTW, spellmaking wasn't better in other TES games either...
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luis ortiz
 
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Post » Sat Aug 13, 2011 1:32 pm

I find your whole statement in relation to a series that promotes freedom Asinine.



Well that is your opinion.
If you think freedom equates to the ability of creating spells and/or equipment that can make any quest or objective a cakewalk then by all means, enjoy your dumbed down gaming experience.

Edit: Like I said on my previous post; unless they severely fix the spellmaking system, I would rather they don't include it in this or any future TES game.
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kristy dunn
 
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Post » Sat Aug 13, 2011 10:18 am

http://www.youtube.com/watch?v=fsY_10xiVAs



BTW, spellmaking wasn't better in other TES games either...


I beg to differ.
Spellmaking was the most versatile and creative in Arena.
Daggerfall has the best RPG type spellmaking.
Morrowind offered the greatest level of control over the world and any and all NPC characteristic.
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Benito Martinez
 
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Post » Sat Aug 13, 2011 7:48 am

I couldn't care less personally, but I don't see how anyone could really be happy about it's removal :confused:
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Fanny Rouyé
 
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Post » Sat Aug 13, 2011 2:31 pm

Lmao, gotta love all the hate against Bethesda. In one of the really old game informer pod casts (before even the gameplay trailer) they asked Todd about spell creation and he said then they were trying to implement it. He said something along the lines of he would like it to be in as long as it didn't prove too difficult to implement.

They try and implement it and when they can't people start insulting them. Then people start over reacting and all the 'I'm not buying this game, Bethesda have ruined it!" starts...
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Albert Wesker
 
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Post » Sat Aug 13, 2011 8:10 am

dont fret guys!!! im sure bethesda will make the limited amount of spells amazing to use almost to the point of where you dont care theres no spell making. i mean just look at the diffrent variations of just the fireball spell? you can make it a flamethrower or shoot a generic fireball. and even the genaric fireball looks stunning and breathtaking. (: now just add those 3 variations with about 75 other spells ad WHAM! you have an awesome mage character that hardley ever dulls down the game.
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cheryl wright
 
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Post » Sat Aug 13, 2011 1:07 am

how is No Spellmaking a deal breaker. WTF!?
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Jon O
 
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Post » Sat Aug 13, 2011 11:16 am

Well this is just unfortunate. I was hoping to cast my signature killy-death spells on dragons.
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Misty lt
 
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Post » Sat Aug 13, 2011 10:11 am

dont fret guys!!! im sure bethesda will make the limited amount of spells amazing to use almost to the point of where you dont care theres no spell making. i mean just look at the diffrent variations of just the fireball spell? you can make it a flamethrower or shoot a generic fireball. and even the genaric fireball looks stunning and breathtaking. (: now just add those 3 variations with about 75 other spells ad WHAM! you have an awesome mage character that hardley ever dulls down the game.

Are people really that easily fooled by a flamethrower? I mean, what's going on here.
In previous games, we had on target, on touch and on self. Now we have on target, on ground and 'stream'. And those are just for destruction spells. So we went from 3 different types to ... 3. Woopdie-effing-doo.
Same with dual-wielding. Great, now you can use 2 spells without having to switch / use hotkeys! Except all skills now only have one effect, so overall you lose out on effects to use.

I'd take spellmaking over dualwielding flamethrowers any day.
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Haley Cooper
 
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Post » Sat Aug 13, 2011 6:06 am

Well, not a huge loss for me. I tended to use in game spells anyway, though I used a couple magic overhaul mods in Oblivion (Supreme Magicka and Less Annoying Magic Experience). So long as spells can be made and changed in the construction kit, I'll be happy enough.
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Antonio Gigliotta
 
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