why no spell making?

Post » Tue Dec 13, 2011 5:56 am

im gonna tell you -who haven't played tes 3 or was such a [censored] to get stuck in the main plot - a little story

when i was an adventurer in morrowind, i made a 3 spells: jump 100 for 5 second, jump 100 for 3 second, jump 100 for 1 second. and i had a ring enchanted with levitation. so when i wanted to travel, i just casted the 3 spells, jumped, and then i flied to where i wanted to go. when i was flieing over the place, i used the enchanted ring. it stopped me mid air, then i started to fall. just before hittimg the ground i used the ring again. thus i arrived unharmed. with this brilliant idea, i revolutiomized space/alteration magic. i had such renown in the mages guild. they used to call me "the flier". but then, fate took a [censored] twist. red mountain errupted, the arragonians, who had primiive culture and always fought defensive guerilla wars defeated the dunmer, who had advanced magic and were the only ones who knew the secrets of ebony crafting. ...and then i took an arrow to the knee, and had to moove to skyrim. now i don't remember most of my spells and theese dumb nords don't even know many magic schools- mysticism for example. now the only destructive spells i know is minor,moderate and big flame/frost/ice.
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Tue Dec 13, 2011 12:46 am

Spellcrafting is kind of a joke, and I never really used it (of course, was never a pure mage either). It's not like your character is doing magical research and discovers a completely new spell (aka, a new spell to launch acid at an enemy when no acid spell currently exists in game). All its doing is combining spell effects. Now that we have dual casting, it kind of defeats the purpose, you can cast 2 spells simultaneously. This also limits you to 2 spell effects, so that players can't create atom bomb destruction spells like they did in oblivion.


Bethesda has show that they want to balance the game, hat about spell crafting is so impossible to balance, that it can never be in skyrim ever? Casting two spells simultaneously doesn't let me burn my enemies longer, or make my rune spell stronger. i can't cast a rune spell in the middle of a hallway and runaway knowing that the next enemy to step on it will turn on his allies, with spell crafting i could have.
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Tue Dec 13, 2011 2:16 pm

Because spellmaking is overrated.

Seriously, it's not the "it's the true depth of the series" or how "it is the thing that makes magic real".

They're just magic balls, where you can change their stats.

You'll cast the same spell every time, only the effect will change, the only difference you can see were in the corner, those small icons.

They hardly gave any tactical thought to the game, you just mixed up two or more spells, so you cast them at the same time.


But who the [censored] cares, it's all about variety, nobody gives a [censored] about quality, visible difference, we need choice from millions of the same thing with different names, it makes your character different and that's what makes a real RPG...:bonk:
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Tue Dec 13, 2011 5:09 am

Because spellmaking is overrated.

Seriously, it's not the "it's the true depth of the series" or how "it is the thing that makes magic real".

They're just magic balls, where you can change their stats.

You'll cast the same spell every time, only the effect will change, the only difference you can see were in the corner, those small icons.

They hardly gave any tactical thought to the game, you just mixed up two or more spells, so you cast them at the same time.


But who the [censored] cares, it's all about variety, nobody gives a [censored] about quality, visible difference, we need choice from millions of the same thing with different names, it makes your character different and that's what makes a real RPG...:bonk:

You do realize that there is no reason spellmaking couldn't use the improved spell forms from skyrim, right?
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Tue Dec 13, 2011 2:59 am

would you rather have spells with unique appearances and effects and mechanics or different colored blobs of light with different magnitudes durations and areas of effect with the possibility to make your own broken spell? il take option 1 any day.
User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Tue Dec 13, 2011 8:47 am

It's funny and sad at the same time, really.
It's clearly people who don't bother to think and take an actually good suggestion about the game as an insult to their own character and have learned to react blindly to anything or anyone who "dares" to have an opposite opinion.

Seeing people saying that quality or uniqueness = lack of features and lack of flexibility and then saying that "quality over quantity" motto.
Or excuse it with lore.
Or saying that it will not be balanced (without bothering to think that it could be implemented in a balanced way) while at the same time they attack other people saying that already existing skills are not balanced.

Are these arguments even sane?

I bet that if for example TES VI comes out and there is only 1 kind of weapon at Sommerset island, there will be people saying that having one weapon makes it more unique, same "quality over quantity" motto's, or saying that High elves use magic a lot.

PS: The color blobs - another argument of some people who never fail to amaze me - are outdated graphics and having spell making in Skyrim does not mean that it will be exactly the same like it was on Oblivion.
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Tue Dec 13, 2011 12:37 am

Two issues for me:

1. I never used spellmaking in Morrowind or Oblivion, but I think it would be nice that people who DO like using it at least have the option. The whole point of TES games is that you have options, options and more options. With each game, a few of those options are sliced away; personally I think that Morrowind had the happy medium that Bethesda should've aspired to continue. Accessible enough for the casual player, but intricate enough if you wanted to delve a bit deeper; everyone was happy.

What will be missing from the next game in order to safeguard 'quality over quantity'? Will Alteration be gone? Perhaps Block? Perhaps the Sneak skill? Salami slicing of play options is scary, because by the time we get to TES X, it might be in photorealistic 3D virtual-o-vision in 2020, but you'll have a sword and fireball, and that's that.

2. If they DO release spellmaking as DLC and not as a patch to address the demand, I will be very very angry indeed, for this will demonstrate that they could've put something fundamental in from the beginning, but chose not to. To me, that would be like leaving out archery, smithing or alchemy, and then releasing it as DLC. That would be completely unethical.
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Tue Dec 13, 2011 12:34 am

But you can do exactly that. You can also make Staves. And you can make spell tomes in game (though very limited in scope). Without mods. This is in game already. Id suggest playing the game your criticizing to discover its features before complaining of a lack of them.


Oooh how do you make Spell Tomes?

And you can make staves and scrolls also? I didn't realize that. Care to elaborate?
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Tue Dec 13, 2011 12:40 pm

2. If they DO release spellmaking as DLC and not as a patch to address the demand, I will be very very angry indeed, for this will demonstrate that they could've put something fundamental in from the beginning, but chose not to. To me, that would be like leaving out archery, smithing or alchemy, and then releasing it as DLC. That would be completely unethical.


At least it will be better than nothing :/
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Tue Dec 13, 2011 2:54 pm

At least it will be better than nothing :/


Sadly, at this point I wouldnt mind paying a few bucks either to get the magic back into magic :(
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Tue Dec 13, 2011 1:27 pm

Go to the UESP.
Look at the number of customisable slots in Daggerfall.
Look at the number of spell effects in Daggerfall.
Look at the number of skills in Daggerfall.

Then, retreat to your bed and cry for a week lamenting the loss.
It is an undeniable fact that Skyrim doesnt offer 10% of the character building paths that Daggerfall has.


A ton of Daggerfall's skills were clutter.
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Tue Dec 13, 2011 3:50 am

We didn't get spellmaking because Bethesda couldn't be bothered to code it. They were too busy mocking the fans and promising a bug free game.
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Tue Dec 13, 2011 10:01 am

Those that miss it, blame Bioshock. Those that are for it, thank Bioshock. :shrug:
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Tue Dec 13, 2011 12:00 am

integra88, on 01 December 2011 - 10:34 AM, said:
But you can do exactly that. You can also make Staves. And you can make spell tomes in game (though very limited in scope). Without mods. This is in game already. Id suggest playing the game your criticizing to discover its features before complaining of a lack of them.


Huh? Are you being delusional or just playing another game?
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Tue Dec 13, 2011 12:58 pm

yes but you forget the "dot fire over 10 second, fear them for 10 seconds watch burning enemy running in circles asking you to stop" man i miss spell making.


That can be accomplished now simply by perking the right Destruction perks. This EXACT same thing.
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Tue Dec 13, 2011 2:30 pm

That can be accomplished now simply by perking the right Destruction perks. This EXACT same thing.


No it is not.

First, they burn with any firespell you cast on them for the next 2 seconds.
And second that perk makes them flee when you cast a fire spell on them while they have very low health.

Not the same thing at all.
User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Tue Dec 13, 2011 6:14 am

Magic is a science, just like any other science it all boils down to numbers in the end.
We had variation and choice and now we have lame spells that dont scale and most are useless.
Oh. And they look cool.

I know what I prefer, I want my mage back, playing a mage in Skyrim compared to any other Elder Scrolls is like driving a racecar without an engine.


More like driving a racecar that's only missing the fancy flame decals on the sides.
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Tue Dec 13, 2011 1:11 am

Blame the consoles. They have to fit everything into those little boxes. No proof. Just my guess.


This is either a joke, or your PC elitism has blinded you to reality.

Oblivion and Morrowind were on consoles, both had spellmaking.

I really hope it's the former and not the latter.
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Mon Dec 12, 2011 11:56 pm

More like driving a racecar that's only missing the fancy flame decals on the sides.


No, I know what I meant.
The oomph is completely gone.
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Tue Dec 13, 2011 7:18 am

Spellmaking was removed because supposedly it allowed for unbalanced exploits favouring mages. Now we have only the unbalanced alchemy/echant/smithing exploits, but those are fine because it's a single player game and we're not forced to use them, unlike the previous games, where spellmaking not only ruined multiplayer, but also crashed your game if you refused to use it. Also the current exploits mostly favour warriors, so it's okay, becaue God of War is rad.


Sooo...

Warrior / melee exploits are "dumbed down", "mindless action", but Mage / magic exploits are totally deep, complex, and intelligent???
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Tue Dec 13, 2011 11:27 am

I always feel like saying I told you so when spell making comes up, I kind of want Xarnac to comeback for his I told you so tour especially given the abuse he got for thinking no spell making would svck pre-launch of the game. Everyone kept trying to sell us on how wonderful and diverse the 85+ unique spells would be, how they were just effects, how each one had massive customization in power depending on how you caressed the trigger etc and we got pretty much none of that. 90ish fairly generic spells that admittedly look kind of cool in some cases, but really are not impressive.


You and Xarnac can say "I told you so" until you're both blue in the face, but you'd both pretty much be wrong.

Even without Spellmaking, I still prefer Skyrim's magic system to Morrowind and Oblivion.
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Tue Dec 13, 2011 3:18 pm

You and Xarnac can say "I told you so" until you're both blue in the face, but you'd both pretty much be wrong.

Even without Spellmaking, I still prefer Skyrim's magic system to Morrowind and Oblivion.


From what you are saying and your "viciousness" at double posting and trying to find arguments for your opinion i bet that you have played Skyrim no more than 10 hours or that you haven't even played the previous TES games/never used spell making, just watched some videos on youtube and now being able to have an opinion.

Anyway please don't double post.
Please don't troll this thread any more and use more arguments other than "you are wrong".
User avatar
Roberta Obrien
 
Posts: 3499
Joined: Tue Oct 23, 2007 1:43 pm

Post » Tue Dec 13, 2011 2:54 am

I do miss it to be honest, I had a spell in oblivion called "THE FREAKING SUN".

Let me just say dark caves were... Bright as day.

I guess they did it to stop OP spells. Which doesn't make sense because of smithing and enchanting becoming op.

I wouldn't mind them returning, would sure make a spellsword more exciting.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Tue Dec 13, 2011 12:58 pm

I really can't see a reason as to why bethesda decided not to put it in besides time and resources.


I would venture a guess that the reason why it was left out (and the reason why I don't think it would work) is because of the dual casting, and combining spell effects together and then combining those combined spells together causing bugs and gameplay issues. Dual casting bugs and issues resulting from combined spells being dual cast. Things like that. How the perks system would conflict with combined spells.
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

Post » Tue Dec 13, 2011 12:20 pm

just so everyone sees this...
there were 2000 spells in oblivion and there are 92 spells in skyrim...
nuff said..


Spells.

Not spell effects.

How many of those were the same effects under a different name? Because... that's quite common in Oblivion.
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

PreviousNext

Return to V - Skyrim