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Similiar to most of Elder scrolls games where you could do some spell crafting, they are now planning on adding this function into ESO. This basically allows you to custom make spells. I think Daggerfall and Morrowind had alot less rules restricting spell crafting, but oblivion and skyrim had alot more restrictions so the usefulness of spell crafting was more limited.
Anyone looking forward to this function? Are they going ot put too many restrictions on it to make it almost not worth using?
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The game is dead not, this game is good we make it and Romania Tv give it 5 goat heads, this is good rating for game.
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I'm sure they will put caps on damage, durations, etc. That being said, I'm really looking forward to seeing what system they come in with to let you make your own abilities. This is pretty ground breaking for an MMO imo.
Currently Playing: ESO and FFXIV
Have played: You name it
If you mention rose tinted glasses, you better be referring to Mitch Hedberg.
awesome, I wonder if its going to be a craft skill or more lockpicking/fishing?
Ryzom had the best spellcrafting feature of all-time
was looking at skyrim and appearantly it doesn't have a spell crafting option, but there is a mod out that allows you to add custom made spells.
http://www.nexusmods.com/skyrim/mods/33598/?
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The game is dead not, this game is good we make it and Romania Tv give it 5 goat heads, this is good rating for game.
I tried to find out more about Ryzom spell crafting features doing searches on it, and according to one forum post said that Ryzom had no spell crafting. No one posted any contradictory info that it did.
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The game is dead not, this game is good we make it and Romania Tv give it 5 goat heads, this is good rating for game.
thats cause it wasnt called spell crafting really
but you could edit a spell, and add exp to a spell, to give it more range, less range and more damage, more aoe, faster cast speed. it was great
From Wikipedia:
"[In Ryzom] all abilities are built of components called stanzas. Each stanza defines one of the ability's effects, costs, or usage restrictions. Players may assemble actions out of any legal combination of stanzas their character knows. For example, if a player wanted to make an attack that strikes all enemies which are engaged in melee with a circular weapon swing, causes extra damage, and also leaves its victims bleeding, he would assemble the Circular Attack stanza, an Increase Damage stanza, and a Bleed stanza. He would then have to add enough credit and restriction stanzas to balance the beneficial effects, such as a high Stamina cost to perform the action, or a moderate cost but the limitation that it can only be used after parrying an enemy blow"
What gamer's need to be careful of before getting all excited is that the END,maximum result is the ACTUAL result the developer is aiming for.What that means is that anything other than the maximum is just a negative result,one that is not worthy of using.That is the problem with computer games,people look for the realism or "think" they are achieving something above and beyond but they are not,it is simply the result the developer is allowing you to have and is factored into the game play,so your efforts are just mute not amazing.
Think of it like a tier 1>3 fireball spell.The developer figures you to have a FB3 and the game is designed around that FB3,the other tiers are just a waste of time.
Keeping it in perspective ,computer code will never play out as realism and developers will NEVER allow you to break the game or make it too easy via giving you the ability to craft some special powerful spell.
That is why i detest a lot of the current trends by devs to make what i call FAKE game design.If the most they want to allow us is 50 dmg at level 5 then so be it,just give us a 50 dmg spell and be done with it,no need to FAKE players into thinking they are achieving something by crafting a new more powerful spell that ends up at that 50 dmg ,what was intended anyhow.
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If they do it like Morrowind, people will find ways to abuse it, it needs to be somewhat like Ryzom has/had and it needs to have hard caps (the more positives you add, the more negatives you get).. iirc morrowind had it pretty similar, but there were some combos that were just ridiculously OP.
They'll need to rigorously test, dismantle and abuse spellcrafting for weeks before releasing it to the live servers, the game is teetering on the edge with abuses, i don't think the game can handle another sorc + batswarm abuse, specially when left unchecked for so long it's ruined pretty much every siege on the biggest AvA scenarios.
If they use existing abilities as the yardstick for rules regarding new spells, I can imagine this being pretty groundbreaking, or game breaking, as the case may be.
I'm currently imagining all of the game's most OP abilities on a single character.
Obviously, I hope they at least get a grip on game balance before the even try to implement new skills or a skill crafting system
The above is my personal opinion. Anyone displaying a view contrary to my opinion is obviously WRONG and should STHU. (neener neener)
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It is interesting to see that they are bringing in a whole new crafting thing, but not completing the ones they said were going to be in post launch, such as jewelery crafting. .. how are we suppose to make new rings and necklaces or even use all these jewelery enchants when we cant even make new jewelery
just my 2 cent s
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I don't think you understand 'spellcrafting". Yes, the word "crafting" is in there but this isn't going to be a "craft" like the others.
Besides, what makes you think this will be in before jewelry crafting? I doubt we'll see spellcrafting before the end of this year.
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You have to buy blank ones from the mages guild, they have the traits on them. You just need to add an enchant.
Thks for the tip, I was also wondering about all those enchants and what to do with them.
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I doubt we will see Jewelcrafting this year either...
But you are right, spellcrafting will work more like a normall skilltree.... withouth skills, but with building components of spells...
Make a firebolt spell... gives DPs..
add a stun ... lowers DPS raise magicka costs
add a dot ... lowers DPS... adds dots raises costs
add a snare to the DOt lowers DPS, raises costs
make it an AoE spell... halfs DPS adds 505 to magicka costs
All in all you ca see how this will ballance itselves...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)