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> Elder Scrolls 6 Predictions, Cast your Predictions today!
TheCheshireKhajiit
post Aug 21 2020, 10:28 PM
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Official acknowledgement that TES6 is still very far away.

“Official” but they didn’t seem to link the actual tweet.

This post has been edited by TheCheshireKhajiit: Aug 21 2020, 10:34 PM


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mirocu
post Sep 5 2020, 03:20 PM
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QUOTE(TheCheshireKhajiit @ Aug 21 2020, 11:28 PM) *

I'm at a forum still waiting 4 Oblivion biggrin.gif


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TheCheshireKhajiit
post Sep 5 2020, 04:07 PM
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QUOTE(mirocu @ Sep 5 2020, 09:20 AM) *

QUOTE(TheCheshireKhajiit @ Aug 21 2020, 11:28 PM) *

I'm at a forum still waiting 4 Oblivion biggrin.gif

Lol


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Decrepit
post Sep 5 2020, 06:56 PM
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Great news guys! In order to speed development Bethesda has hired topnotch author to write TES6 story. George Martin states that he'll get on it right away, soon as he's finished ASOIAF.


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SubRosa
post Sep 5 2020, 09:57 PM
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QUOTE(Decrepit @ Sep 5 2020, 01:56 PM) *

Great news guys! In order to speed development Bethesda has hired topnotch author to write TES6 story. George Martin states that he'll get on it right away, soon as he's finished ASOIAF.

badum-tiss!


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TheCheshireKhajiit
post Sep 6 2020, 04:33 AM
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QUOTE(Decrepit @ Sep 5 2020, 12:56 PM) *

Great news guys! In order to speed development Bethesda has hired topnotch author to write TES6 story. George Martin states that he'll get on it right away, soon as he's finished ASOIAF.

IPB Image


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SubRosa
post Sep 6 2020, 04:59 AM
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I heard that instead of GRRRRR, they are going to hire David Benioff and DB Weiss instead.


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TheCheshireKhajiit
post Sep 6 2020, 01:46 PM
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QUOTE(SubRosa @ Sep 5 2020, 10:59 PM) *

I heard that instead of GRRRRR, they are going to hire David Benioff and DB Weiss instead.

At least they actually did finish their work, rush job that it was.


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RaderOfTheLostArk
post Sep 13 2020, 08:05 PM
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This isn't so much a prediction as it is something I want to see. In fact, I don't think what I am about to propose would ever come close to fruition, but I at least hope Bethesda tries to do something along these lines.

Let's talk about the potential return of spellmaking. My memory is hazy on how it was done before and I didn't make all that much use out of it, but I think that bringing it back with a lot of revamping could really be something special. First, the types of attack (function) you can make need to be expanded a bit. I think Skyrim, for all its magic system flaws, did improve greatly on how the spells actually function. In previous TES games, it mostly amounted to touch and "fireball, then bigger fireball." For Destruction magic in Skyrim, you could launch projectiles, spray a gout of elemental damage in front of you, surround yourself with an elemental cloak, cast a targeted AoE (area of effect), cast an AoE around yourself, plant a "mine" of sorts that triggers when an enemy hits it, etc. Some of these were, of course, present in previous games, but not nearly as varied in this regard.

For TESVI, I'd want to see a list like this. This is mostly for Destruction magic, but almost all of it would apply to the other schools of magic as well:
-Self:: Self-explanatory
-Touch: For those enemies right in front of you
-Short distance "touch": Operates like a touch spell, but for enemies that are a little bit too far away from you; for those who have played ESO, think of something like the Flame Lash ability for Dragonknights
-Long distance "touch": Connects between you and the enemy but for distances that short distance spells can't reach
-Short distance projectiles: Self-explanatory, covers X meters/feet
-Long distance projectiles: Also self-explanatory, covers much more distance than the short distance counterpart
-Homing: Self-explanatory
-AoE: Can aim right at a target to cause a burst of damage than can also damage nearby enemies, or it can be aimed at the ground
-AoE on self: Self-explanatory; will not hurt you (at least if you are a competent spellcaster)
-Cloak: Operates like flame/frost/lightning cloaks in Skyrim
-Target through ground: Not sure how else to label this, but the only way I can think of to explain this is that a row of magical energy pulses through the ground in a straight line towards a target; for those who have played ESO, think of something similar to when trash mob spellcasters lay down balls of fire/frost/lightning on the ground and follows a straight line
-Chain: When you hit an enemy, these spells can reverberate from the targeted enemy to other enemies near them
-Proximity detonation: Places a "mine" on the ground that triggers when an enemy is within its radius

Obviously, the type of spell would inherently have varied impacts on damage and magicka cost for balance. Homing, for example, would generally be more costly since you don't have to worry about aiming. In-universe, it would require more concentration from the spellcaster.


Second up is perks. There's a lot you could do with this. Some ideas:
-Add secondary or tertiary effects to spells: Certain spells can have extra effects beyond the damage. For example, frost spells also decrease stamina in Skyrim, but here you could have to get the perk to add this secondary effect. Or we could keep the frost/stamina damage, lightning/magicka damage, and fire/extra health damage the same as it was in Skyrim and apply this to something else. Want to lob a fireball that also has a chance to stun or knockback or drain health? Get this perk and you can do it.
-Scale potency for spells with a specific level of difficulty: I think the biggest issue with Skyrim's magic is that spell damage does not increase the better you get at it. The damage always stays the same save for something like a destruction magic potion. This perk changes that. A Firebolt could start off at, say 15 damage per hit, but this perk makes it possible to go up to a maximum of, say, 25 damage per hit. For something like spell armor such as Oakflesh, the armor value can scale from 40 points at the beginning to a maximum of 60 points for armor value. OR the potency of spells is more likely to higher with this perk. Alternatively, the potency of spells could just naturally increase the better you get at the respective school of magic.
-Random chance to have reduced cost/no cost spells: In a fight with low magicka and you need just one more hit to kill the enemy before they kill you? This perk may save your life by letting you get that last spell off with less to no cost to magicka.
-Reduced cost for self-made spells: Self-explanatory; can be monetary or magicka cost
-Leech upon enemy death: Killing your target has a chance to give you back extra health/magicka/stamina


Thoughts?


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macole
post Sep 13 2020, 10:34 PM
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QUOTE(RaderOfTheLostArk @ Sep 13 2020, 02:05 PM) *

-; will not hurt you (at least if you are a competent spellcaster)

I wouldn't mind seeing this applied to every spell attempted over one's level. Take away the level requirement for casting high level spells and apply an adverse reaction for attempting and failing spells beyond one's level.

QUOTE(RaderOfTheLostArk @ Sep 13 2020, 02:05 PM) *

Second up is perks. There's a lot you could do with this. Some ideas:
-Scale potency for spells with a specific level of difficulty: I think the biggest issue with Skyrim's magic is that spell damage does not increase the better you get at it.

This is a good thought, though I would limit it to spells that you create and personally name. My thinking is that when you create a spell you inherently tied it to your will. Subsequently as you gain level providing we don't get attributes, as you level up your personal spells will increase with you. The generic spells being taught by rote I would leave as is.

This post has been edited by macole: Sep 13 2020, 10:48 PM


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TheCheshireKhajiit
post Sep 13 2020, 10:39 PM
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QUOTE(macole @ Sep 13 2020, 04:34 PM) *

QUOTE(RaderOfTheLostArk @ Sep 13 2020, 02:05 PM) *

-; will not hurt you (at least if you are a competent spellcaster)

I wouldn't mind seeing this applied to every spell attempted over one's level. Take away the level requirement for casting high level spells and apply an adverse reaction for attempting and failing spells beyond one's level.

Or maybe do it like Morrowind and have the spell outright fail.


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RaderOfTheLostArk
post Sep 14 2020, 12:25 PM
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QUOTE(macole @ Sep 13 2020, 05:34 PM) *

I wouldn't mind seeing this applied to every spell attempted over one's level. Take away the level requirement for casting high level spells and apply an adverse reaction for attempting and failing spells beyond one's level.


I'm not sure I want to see it for every spell, but I think for ones that are super-powerful and significantly beyond your level (like, I don't know, maybe 25 levels) this would work fine.


QUOTE(macole @ Sep 13 2020, 05:34 PM) *

This is a good thought, though I would limit it to spells that you create and personally name. My thinking is that when you create a spell you inherently tied it to your will. Subsequently as you gain level providing we don't get attributes, as you level up your personal spells will increase with you. The generic spells being taught by rote I would leave as is.


I see where you are coming from, and to an extent I agree. I still think there should be some scaling for pre-made spells, but perhaps ones you make have greater potential for level-scaling.

And since you bring it up, I want a clear discrepancy in the power of pre-made spells compared to what you can make in the beginning of the game. Same thing with pre-made weapons and armor and ones you craft. You're still wet behind the ears, so spells already made by more seasoned mages are going to be better. When you become the supremely powerful Hero you are meant to be, it's then the completely opposite way where what you make dwarfs what other mages can make in potency.


QUOTE(TheCheshireKhajiit @ Sep 13 2020, 05:39 PM) *

Or maybe do it like Morrowind and have the spell outright fail.


I'm personally not keen on how Morrowind did that (although a lot of that comes from the irritatingly slow wind-up you have to do for every spell that doesn't come from a scroll, so it might work out better with a system like Skyrim's). Maybe for the absolute most powerful spells or those that are considerably beyond your level, but I don't want to see it become a regular occurrence for spells at your level or only somewhat above it.

However, I do support having a more modernized "fail" state. Instead of it just not casting, I'd like the damage to be seriously mitigated and possibly even hurting yourself because the spell is way too strong for you. And/or it could cost extra magicka because you don't know how to efficiently cast it yet. (And in this way, we can bring back some more variety to spells like Sound from Morrowind). You wouldn't completely fail casting the spell because there is still an effect, but it could be more than you bargained for.

This post has been edited by RaderOfTheLostArk: Sep 14 2020, 12:25 PM


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Renee
post Sep 14 2020, 06:02 PM
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Rader: I agree about Skyrim's spells. I like the fact that lightning moves at light speed, fire is slower, and cold the slowest. And each effect has its own unique look onscreen. smile.gif

And also all those options for spellmaking would be fun. I really don't have any strong opinions, because I also did not really use spellmaking in Oblivion, but in Morrowind getting custom spells made is just about mandatory to custom-tailor spells for those who use them. blackwizardsmile.gif

I'm lurking this thread mostly. I know I get too overexcited about stuff. Sorry if I annoy you folks in the process!



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