Unofficial Brain Storm for Todd Thread.

Post » Mon Nov 15, 2010 11:48 am

SPELL COMBOS (please tag your post with something like this which lets them know specifically what this post is in regards to)

this thread will hopefully be a one stop shopping place for the devs to take a quick look at suggestion for issues they bring up such as the article about spell combos. please limit your posts to just the tag, the problem they mention and your solution to it. and limit it only to specific solutions that the developer might bring up in a magazine article or a future video interview etc. i realize there are umpteen number of threads on these but they cant read them all and it would be nice if everything was in one spot. i want skyrim to be the best game possible and if suggestions from forum goers can help than thats even better.

someone translated an italian magazine that said for the time being magic combos were out because they were having difficulties figuring out how to deal with the effect. the example given was ice spells slow you down and fire spells have fire on the ground which im assuming would be very OP. please post suggestions and hopefully the devs will see this. my two cents......

have the last spells effect cancel out the first spells effect. for the fire frost example you cast a frost spells first and the smurf gets frost damage and is slowed down. then you cast a fire spell which immediately heats the area up which would negate the effect of the frost spell. if you did it vice versa then after the target gets fire damaged and the flames on the ground the frost spell cast next would act like a fire extinguisher and would put the flames in the area out. the only one i see difficulties with if fire and lightning since they there is no real reason to cancel eachother out. although since lightning just zaps your magicka and doesnt slow you down its not as big a deal as ice/fire.

here is the post someone posted from a dutch magazine. "It is not yet possible to combine forms of magic. It is difficult. Frost magic makes an enemy move slower, and fire does damage over time, and the fire remains on the ground for additional damage. If we would allow the player to use fire magic in one hand, and frost magic in the other, it becomes much more complex. Maybe we will implement this though, but for the time being, 'No'."

as i mentioned this can be a one stop shopping place for any issues they might bring up. i "tagged" my post so that its obvious at a glance what it is specifically talking about. this should make finding suggestions easier on them since activity in this forum is going to be insane as we get closer to launch. please limit your post to the TAG, the problem brought up and the solution only thank you.
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Barbequtie
 
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Post » Mon Nov 15, 2010 6:08 pm

exact opposite spells like that should react, and become much more powerful but have a much, much higher failure chance - as higher skilled characters can control the reaction better, and direct the resulting energy away from them, not at then. The actual damage effect is still an issue, but you could get round that by just having it as straight physical/force damage. Wheras Fire and Ice are magicka tightly controlled and shaped, the combination would just be raw release of magic.
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Jamie Moysey
 
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Post » Mon Nov 15, 2010 10:43 pm

I'd like to see replacable NPC's. Like if I'm werewolf (hoping) and I attack a town and kill ten people, I'd like to see the population move up and down, not like a limited amount of people.
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-__^
 
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Post » Mon Nov 15, 2010 8:34 am

He doesn't need help and he doesn't care about you.

That said, I think a few people had the idea of "spell combos" already. I think it would be nice if you could combine spells to result in either devastating or lackluster results, depending and what you did. Your example of frost/fire cancel each other out is a good example for the latter.
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Barbequtie
 
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Post » Mon Nov 15, 2010 4:48 pm

He doesn't need help and he doesn't care about you.

That said, I think a few people had the idea of "spell combos" already. I think it would be nice if you could combine spells to result in either devastating or lackluster results, depending and what you did. Your example of frost/fire cancel each other out is a good example for the latter.


considering that they include many concepts brought up in these forums and from popular mods i would say that you know absolutely nothing. this is nothing more than a place for keeping suggestion in one easy to read location.

could future posters limit this only to posts that pertain to specific problems mentioned by bethesda.....at this point the only one i am aware of is the spell combo thing but there are probably others out there and please tag your post so that they can easily spot what the post is about. that way they can skip posts that pertain to issues they have already figured out or completely given up on.
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Queen of Spades
 
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Post » Mon Nov 15, 2010 1:41 pm

Posted in wrong thread please delete.



yeah but if they [censored] something up it could be months or even years before modders resolve it. this is a new construction kit with a new engine. its not going to be like going from oblivion to fallout to new vegas where there were only minor differences. there is most likely going to be a huge learning curve. even if the overall UI is similar we dont know how it handles scripts or how moddable things like physics are. if this were gamebryo i would agree with you. i just dont want to have my first several playthrough missing big mods.
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Sam Parker
 
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Post » Mon Nov 15, 2010 11:26 pm

Real tranportation methods besides fast travel.

Having both can be done if you make the fast travel like in Daggerfall, so when using fast travel you'll get several options if you want to go by foot/horse (which will take longer time) or use whatever transportation services located along the way (which will be a lot quicker, but cost you some). AND for those who don't like fast travel, they can always use only the traditional services. Everybody 'appy!
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Mandi Norton
 
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Post » Mon Nov 15, 2010 12:22 pm

SPELL COMBOS

I wonder just where the difficulty is...

The effects of spells have always stacked, fire duration 5 followed by frost duration 5 has never been a problem.

Using a combined fire + frost duration 5 has never been a problem.

Even if frost now has a slow effect, spell effect stacking takes care of it.

There is no need for 1 spell to cancel another. The fire is magic fire, the frost is magic frost, they do not have to behave in the way actual fire and ice would in our world.

You can assign the same spell to both hands, so they already have the basic 2 hand cast animation.

K, what have I missed?
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Shirley BEltran
 
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Post » Mon Nov 15, 2010 9:34 pm

I'd like to see replacable NPC's. Like if I'm werewolf (hoping) and I attack a town and kill ten people, I'd like to see the population move up and down, not like a limited amount of people.


This is a big no for me, if i attack a town then i want to make an impact
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Lilit Ager
 
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Post » Mon Nov 15, 2010 5:08 pm

I'd like to see replacable NPC's. Like if I'm werewolf (hoping) and I attack a town and kill ten people, I'd like to see the population move up and down, not like a limited amount of people.


Well, they got the shopkeepers covered at least :)
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zoe
 
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Post » Mon Nov 15, 2010 11:39 pm

My reading of the statement that using two spell effects (which now have secondary effects such as burning on the ground, frost appearing to coat the skin of targets, etc.) at the same time is difficult, is that it's a technical issue and not a game balance one. If it is a game balance issue, I'm sure they're trying everything we could ever hope to think of on our own, being world renowned developers. (Likewise if it's a technical issue, actually.) They may have determined that it better serves the game to leave it out, though.
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A Lo RIkIton'ton
 
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Post » Mon Nov 15, 2010 11:47 pm

[img]http://noob.hu/2011/01/30/Untitled.jpg[/img]
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Valerie Marie
 
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Post » Tue Nov 16, 2010 1:32 am

POP UP WINDOW
I think the quest update system should be less intrusive. A discrete message that the quest has been updated would be enough without pausing the game for puerile clues such as 'Hey, you found a key, you could use it to open something'. Let the player open the journal and get the info if and when needed, let the player think and gather clues and put them together alone without forced spoilers.
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Maeva
 
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Post » Mon Nov 15, 2010 11:32 am

REDESIGN QUEST MARKER.
Make quests more challenging and actually worth the reward by either removing or altering the quest marker. The thing is magical - it solves quests in a matter of microseconds and tells you exactly where to go...
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Jeremy Kenney
 
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Post » Mon Nov 15, 2010 11:04 pm

Why are you guys still relying on foreign magazines? The game informer article says the same thing and in plain English for the vast majority of us to understand.

As far as the combos,
  • Fire and Frost shouldn't cancel out, instead they should combine to create steam that could be used and a smokescreen. This, combined with a poison spell could create a poisonous cloud affecting everyone in contact with it.
  • Frost and Lightning could be combined (especially if held in a continuous blast) to create an electrical storm.
  • Lightning cast into water should cause an electrical current to run through the water, which depending on the power of the electricity could travel varying distances through the water.
  • If you used a burden or drain fatigue spell combined with a Lightning spell, it could cause the target to be knocked unconscious (NOT KILLED!)
  • Using a Lightning spell with any drain skill could cause a sort of damage over time effect to that skill. It would be knocked down, then slowly return to normal over time instead of instantly.
  • Using a Charm spell and a drain speechcraft could create an augmented charm bonus.

I think that for some spells (namely lightning, or charm) there should be a chain effect as well as AOE (one or the other) Depending how the spell is created. For example.
We should be able to create a lightning spell that would have the lightning effect 3 times in the same spell. When cast on touch or target, the effect chains to 3 people. So the first lightning effects hits the target, then based on magnitude, the next effect would arc to another person within the set area of effect, and so on until the end of the lightning effects.
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Beulah Bell
 
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Post » Tue Nov 16, 2010 2:15 am

He doesn't need help and he doesn't care about you.

That said, I think a few people had the idea of "spell combos" already. I think it would be nice if you could combine spells to result in either devastating or lackluster results, depending and what you did. Your example of frost/fire cancel each other out is a good example for the latter.


He doesn't need help? Oh so Todd Howard can make Skyrim ALL by himself? So forget that crew of 100+ people working at gamesas, fire 'em all, all we need is Todd.
Doesn't care about us? So if we didn't buy Skyrim after he single-handedly slaved over the game for 4 years he won't care. Who cares. We're just mindless idiots.
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Bek Rideout
 
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Post » Mon Nov 15, 2010 12:12 pm

NEWS SPREADING SPEED.
Making rumors travel much slower in the land would make sense. I don't like when my actions precede me, literally all over the map.
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LADONA
 
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Post » Mon Nov 15, 2010 1:44 pm

Nahh... Todd has the One solution... http://i271.photobucket.com/albums/jj125/Gizmojunk/tobbit.jpg
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Phillip Hamilton
 
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Post » Mon Nov 15, 2010 10:02 pm

Combo Spells. If I paralyze someone, and add in a frenzy with it, I want to see soemthing happen.
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Jessica Thomson
 
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Post » Mon Nov 15, 2010 7:48 pm

The last thing I want is to attack a major opponent and hear a loud...
C-c-c-combo-Breaker :lmao:
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Nicholas C
 
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Post » Mon Nov 15, 2010 2:56 pm

About the combat music
I would like the combat music to start only when I engage an enemy. I don't like spoilers and I'd like to be ambushed by stealthy characters the same way I do to them.
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Svenja Hedrich
 
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Post » Mon Nov 15, 2010 11:36 pm

Maybe have storms have more effect. Like, if its a bad one, you cant get on a boat to go somewhere or else youll sink quite swiftly.
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Daniel Lozano
 
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Post » Mon Nov 15, 2010 8:13 pm

About the combat music
I would like the combat music to start only when I engage an enemy. I don't like spoilers and I'd like to be ambushed by stealthy characters the same way I do to them.
How could they detect that?
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suzan
 
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Post » Mon Nov 15, 2010 8:59 pm

Think of it this way:

There is no such thing as cold. The term "cold" describes a simple lack of heat energy.


So fire goes first adding too much heat energy to the target, causing metals to expand, water to evaporate etc. Then all that heat energy gets torn away, causing water and steam to freeze into ice, metal to contract etc.

or the other way around.
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Mr. Ray
 
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Post » Mon Nov 15, 2010 5:08 pm

How could they detect that?



easy. if the stealthed character has not been detected = no music cue. Stealthed enemy comes out of stealth = cue music.
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GabiiE Liiziiouz
 
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