The joys of no more spell crafting.

Post » Fri Sep 10, 2010 8:09 pm

http://www.gamesas.com/index.php?/topic/1194787-the-joys-of-no-more-spell-crafting/

I had not heard of there being no spell crafting and can neither confirm or deny that it has been left out of skyrim. However assuming that it has been taken out then allow me to list why that might be a good thing (I'm a mage so magic is important to me.)

1. Each spell will then be unique and have a useful purpose.
2. No more cluttered spell book (i'm sure y'all can't forget that).
3. Your enemies spells will no longer be much less effective than your own.
4. It'll probably make spells grow stronger as you grow stronger transforming lesser res to minor res to greater res...ect as you grow in that skill.

Wouldn't you agree that this would be a much better way of having magic in the game, also note that spell crafting is not necessary for enchanting.

Now the debate can continue.
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victoria gillis
 
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Post » Fri Sep 10, 2010 5:01 pm

This won't end well...
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Katie Pollard
 
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Post » Fri Sep 10, 2010 8:21 am

This isn't a make or break issue on whether I'll buy the game, but I would prefer spellmaking to stay. I had fun making my own spells in Oblivion.
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Tyrone Haywood
 
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Post » Fri Sep 10, 2010 2:30 pm

I'm just going to vote and quietly leave this thread. Everyone already knows how I feel anyways.
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Alexis Estrada
 
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Post » Fri Sep 10, 2010 2:07 pm

I'm just going to vote and quietly leave this thread. Everyone already knows how I feel anyways.

Same here. The last thread went the distance. What's left to be said?
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Lavender Brown
 
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Post » Fri Sep 10, 2010 10:50 am

if there was spellmaking in this game im not buying it. the fact i can have any spell i want and make is so overpowered sickens me. id rather stick to set spells
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Carlitos Avila
 
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Post » Fri Sep 10, 2010 4:38 pm

Custom Spells were overpowering, I'm really hoping that they got the axe in favor of better, more awesome game features.
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Rebekah Rebekah Nicole
 
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Post » Fri Sep 10, 2010 6:29 pm

Same here. The last thread went the distance. What's left to be said?

That's why the mods lock threads after so many replies...
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Rude Gurl
 
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Post » Fri Sep 10, 2010 11:43 am

I'm interested in what it will turn out to be. It was not a super important feature to me i only used it to make spells with huge areas of effect and make books fly arround with a fire ball so if they break it it wont be the end of the world. so if it goes well i will by happy and if it doesnt they will probably fix it in the next game
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Danial Zachery
 
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Post » Fri Sep 10, 2010 4:38 pm

if there was spellmaking in this game im not buying it. the fact i can have any spell i want and make is so overpowered sickens me. id rather stick to set spells

I couldn't tell if that was sarcasm or not.
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Cat Haines
 
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Post » Fri Sep 10, 2010 11:53 am

That's why the mods lock threads after so many replies...

Were you agreeing with me, or being sarcastic?
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Krystal Wilson
 
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Post » Fri Sep 10, 2010 5:47 pm

That's why the mods lock threads after so many replies...


Actually it's not, there is a historical reason for locking at 200 post and that's because the site used to crash by (I think) around 1000 or so for whatever reason, they have since fixed that problem to where it's no longer a problem, but decided to keep the tradition. Which is also why you see mods from time to time actually close a thread and state you should start a new one to continue debate.
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m Gardner
 
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Post » Fri Sep 10, 2010 12:58 pm

Not sure why we need another one of these and a new poll. I'm pretty sure the last poll results displayed peoples thoughts on this quite nicely.
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Eduardo Rosas
 
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Post » Fri Sep 10, 2010 5:45 pm

I couldn't tell if that was sarcasm or not.

Its not.

Its like having a piece of armour in the game that makes you 100% resist damage. You know where it is, then you get it and now nothing can kill you. Its the same feeling with spellmaking. For me it would ruin the game

Id rather learn or buy the most powerful spells in the game, you know, doing something to actually earn it, rather than standing at some silly thing and making the most powerful spells ever
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Michael Korkia
 
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Post » Fri Sep 10, 2010 10:47 am

http://www.youtube.com/watch?v=Rpd0BmtfssI

i do agree with the quote from todd about it being to spreadsheety. id like to see a spellcrafting system that worked on "levels" or "stages" or something like that instead of just numbers. i really wish they would look at two worlds 2.

range of spell..................dont see a need to change that at all. its target, touch or self. doesnt get any simpler than that

power of spell..............weak, normal, strong...... id like to see this scalable, a low level wizards weak fireball wouldnt be as strong as a high level wizards weak fireball. the difference would come in the percentage of mana that got used and the spell power itself. a high level fireball would use up most of your mana, but do meganormous damage to opponents usually one hit kills for most normal monsters. the downside is that if you miss you have to wait for your magicka to regen (hopefully they slowed it down alot from oblivions default which was way to fast). this would make it good for quick get aways or if you just fighting one opponent but not so good against several opponents. the other levels would be for weaker opponents or just finishing someone off or if you fighting a group of enemies.

type...................elemental or summon etc.

modifier................how many you cast or summon at one time............could also put thing in here like damage bonuses which would increase the damage or the strength of the summon but also increase magicka cost or it could add a homing ability to missile spells etc...........one of the reasons i would like this is because i would also like to see negative effect cards. if im playing a warrior wizard who hasnt put much into his magicka stat, it would be nice to have modifiers that let you create a high level summon or cast a strong fireball but it would be cheaper but also much weaker. the negative modifier would reduce the overall power of the spell or the strength of the summon but it would also cost less. this would allow a nonmagic focused character to cast spells as well.......they just wouldnt be nearly as powerful as a true mages spell. it borrows heavily from two worlds 2 which i think has a fantastic spell creation system.

i think it should also me restricted either base on your level or how far you are in the game or some combo of the two. that way you cant create a super spell right off the bat and just drink fortify magicka potions to cast it all the time. it would be nice if they brought back the morrowind chance to cast system. at 49 skill i cant even attempt to cast a spell but at 50 i can cast it perfectly all the time. nonsense.
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Amy Melissa
 
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Post » Fri Sep 10, 2010 12:23 pm

id like to see a spellcrafting system that worked on "levels" or "stages" or something like that instead of just numbers.

What's the difference?
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Sheeva
 
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Post » Fri Sep 10, 2010 5:52 pm

I personally love the freedom and flexibility afforded to players with Morrowind's Spellcrafting and enchanting, but the flip side is, with so much freedom, there's exploits, and some can literally be game breaking. This is why Spellcrafting has been a "Don't really care" issue for me, because I love both freedom and balance. But to me, Removing Balance is just an indirect, surreptitious means of removing freedom, since people, like electricity, favor the path of least resistance.
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koumba
 
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Post » Fri Sep 10, 2010 2:11 pm

What's the difference?


at the risk of sounding cheesy it looks more "magical" :) it always kind of bugged me that i felt more like adjusing the camber on my car in a racing game than at a magical altar. i just think it would be more aesthetically pleasing. like i said i loved how two worlds 2 did it. maybe bethesda could use gems or stones so that it isnt a complete rip off.
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Lauren Graves
 
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Post » Fri Sep 10, 2010 1:20 pm

Were you agreeing with me, or being sarcastic?

No. I think this thread was already done with and should have been left alone, not revived after it was locked.
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Unstoppable Judge
 
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Post » Fri Sep 10, 2010 6:58 pm

Its not.

Its like having a piece of armour in the game that makes you 100% resist damage. You know where it is, then you get it and now nothing can kill you. Its the same feeling with spellmaking. For me it would ruin the game

Id rather learn or buy the most powerful spells in the game, you know, doing something to actually earn it, rather than standing at some silly thing and making the most powerful spells ever


You do realize that in order to make these mega spells you have to be a master of whichever school said spell is in, and if it combines multiple schools, you will likely have to be a master of both schools. Which kinda means you DID earn it, as you chose to invest your time and energy into advancing in that power and field.

Also, key phrase is "for me it would ruin". Now, I wouldn't run around in 100% damage resistant armour either. . . but it is all about how each of us chooses to play our game. Putting restrictions on the game as a whole is essentially dictating how other people, who may not share, agree with or take interest in your playing style, play their games. If you don't want the super magic armour. . . don't wear it. I wouldn't. But some other player might love it, and more power to them. I don't have to fight them in a grudge match, and I don't have to compete with them in a quest completion or trophy count, so what the hell do I care how they play their game?
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CRuzIta LUVz grlz
 
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Post » Fri Sep 10, 2010 9:44 am

You do realize that in order to make these mega spells you have to be a master of whichever school said spell is in, and if it combines multiple schools, you will likely have to be a master of both schools. Which kinda means you DID earn it, as you chose to invest your time and energy into advancing in that power and field.

Also, key phrase is "for me it would ruin". Now, I wouldn't run around in 100% damage resistant armour either. . . but it is all about how each of us chooses to play our game. Putting restrictions on the game as a whole is essentially dictating how other people, who may not share, agree with or take interest in your playing style, play their games. If you don't want the super magic armour. . . don't wear it. I wouldn't. But some other player might love it, and more power to them. I don't have to fight them in a grudge match, and I don't have to compete with them in a quest completion or trophy count, so what the hell do I care how they play their game?



You don't even have to be a master, you just have to fortify your luck Gaenor style.


Regardless, the "don't dictate how others play the game" fails to hold ground, because every game dictates how you play, by their very nature. Even something as open as minecraft forces you to walk at least one step to interact with the world. It's about how the designers want their game to be, and no legitimate designer willingly designs flaws in their game, flaws known as "exploits", because it's just bad design. It'd be like creating a house without a foundation.
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Sam Parker
 
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Post » Fri Sep 10, 2010 5:55 am

Spellmaking required you to actually have a high skill in those to work. Fortifying your luck could easily be taken out of the equation if that was an issue.

Its just the same as all those people arguing against enchanting just because of 100% chameleon. That's the DESIGNERS fault. Instead of imposing an 80% limit PER ITEM, it should have been an 80% limit on the player themselves.

All balance takes is clever thought by the developer, not a [censored] chainsaw.

Besides, the vast majority of these arguments about balance can be applied to enchanting, alchemy, warriors, AND thieves. Look guys, if you truly don't like something, just say it. Don't come up with flimsy reasons for it.
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Minako
 
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Post » Fri Sep 10, 2010 7:35 pm

couldn't spell making simply be reloved with spell making really making new spells, like you create a spell by using two spells thus getting rid of the spells to make a better one which might do different things. for exsample getting rid of two fire ball spells 20 damage and 30 damage , makes a spell that might make a 25 damage fire ball or even send out a double fire ball which does 20. I mean if spell making changes that means alot less people can complain about it being game breaking, while making it a useful wway of inventing spells
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Marcus Jordan
 
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Post » Fri Sep 10, 2010 8:55 pm

couldn't spell making simply be reloved with spell making really making new spells, like you create a spell by using two spells thus getting rid of the spells to make a better one which might do different things. for exsample getting rid of two fire ball spells 20 damage and 30 damage , makes a spell that might make a 25 damage fire ball or even send out a double fire ball which does 20. I mean if spell making changes that means alot less people can complain about it being game breaking, while making it a useful wway of inventing spells

It was already a useful way of inventing spells. Some people, for whatever reason, feel that it was gamebreaking. Of course, none of those people ever say that they refrained from using it, nor do they have any actual comeback when you tell them to "just not use it".

I wonder how many folks telling us "just don't use it" isn't a real argument used that very same argument way back when against those complaining about fast travel? Probably a lot.
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Vickey Martinez
 
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Post » Fri Sep 10, 2010 9:57 pm

I'm just going to vote and quietly leave this thread. Everyone already knows how I feel anyways.

What happened to this lol?
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Soraya Davy
 
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