ian92415b14_ESO wrote: »I remember in Oblivion when I couldn't delete my created spells and a made a new character just to be rid of the clutter and bad spelling of my baby self.
ian92415b14_ESO wrote: »@AlexDougherty specifically on the ps3.
I imagine ESOs spellcrafting will work off of the already familiar spells/abilities we use now but allow a, albeit limited, form of customization. Limited for the sake of balance.
I haven't watched the Quake Con yet because I'm travelling and posting with my phone. I will update my input after watching.
ian92415b14_ESO wrote: »@AlexDougherty specifically on the ps3.
I imagine ESOs spellcrafting will work off of the already familiar spells/abilities we use now but allow a, albeit limited, form of customization. Limited for the sake of balance.
I haven't watched the Quake Con yet because I'm travelling and posting with my phone. I will update my input after watching.
See some benefit if properly balanced, like having DOT or debuffs, also specialized spells, for various bosses or enemy types.I really like the flexibility! I think it will feel more like I'm actually creating a spell, instead of just finding one that is basically finished already. More freedom and personal. I'm very much looking forward to the diversity, and hope my expectations aren't too high...
The champion system is far harder to implement and will have far more impact than spellcrafting. Spellcrafting will get multiple changes after its introduced.
AlexDougherty wrote: »ian92415b14_ESO wrote: »@AlexDougherty specifically on the ps3.
I imagine ESOs spellcrafting will work off of the already familiar spells/abilities we use now but allow a, albeit limited, form of customization. Limited for the sake of balance.
I haven't watched the Quake Con yet because I'm travelling and posting with my phone. I will update my input after watching.
Ah, well yeah, you couldn't delete spells on the consoles, which as I said was Ironic since the PC used Console Commands to get rid of them.
And yes I imagine the spell crafting will be limited, otherwise the lag from the server looking up what each crafted spell would be dire. Balance might be less of an issue since we could all craft the same spells, but the server having to remember fifty different variations of (say) Summon Fire Attronach (one I know is promised) would be unmanageable.
diabeticDemon18 wrote: »AlexDougherty wrote: »ian92415b14_ESO wrote: »@AlexDougherty specifically on the ps3.
I imagine ESOs spellcrafting will work off of the already familiar spells/abilities we use now but allow a, albeit limited, form of customization. Limited for the sake of balance.
I haven't watched the Quake Con yet because I'm travelling and posting with my phone. I will update my input after watching.
Ah, well yeah, you couldn't delete spells on the consoles, which as I said was Ironic since the PC used Console Commands to get rid of them.
And yes I imagine the spell crafting will be limited, otherwise the lag from the server looking up what each crafted spell would be dire. Balance might be less of an issue since we could all craft the same spells, but the server having to remember fifty different variations of (say) Summon Fire Attronach (one I know is promised) would be unmanageable.
Unless they processed the spell client side and send back a simple integer variable for each type of spell. That wouldn't be too bad
AlexDougherty wrote: »diabeticDemon18 wrote: »AlexDougherty wrote: »ian92415b14_ESO wrote: »@AlexDougherty specifically on the ps3.
I imagine ESOs spellcrafting will work off of the already familiar spells/abilities we use now but allow a, albeit limited, form of customization. Limited for the sake of balance.
I haven't watched the Quake Con yet because I'm travelling and posting with my phone. I will update my input after watching.
Ah, well yeah, you couldn't delete spells on the consoles, which as I said was Ironic since the PC used Console Commands to get rid of them.
And yes I imagine the spell crafting will be limited, otherwise the lag from the server looking up what each crafted spell would be dire. Balance might be less of an issue since we could all craft the same spells, but the server having to remember fifty different variations of (say) Summon Fire Attronach (one I know is promised) would be unmanageable.
Unless they processed the spell client side and send back a simple integer variable for each type of spell. That wouldn't be too bad
But wouldn't that make it more vulnerable to hacks?
I'm not against that if they have some sort of safeguards in place, just a bit weary of anything that puts too much on the client side (because someone will try a hack).
diabeticDemon18 wrote: »AlexDougherty wrote: »diabeticDemon18 wrote: »AlexDougherty wrote: »ian92415b14_ESO wrote: »@AlexDougherty specifically on the ps3.
I imagine ESOs spellcrafting will work off of the already familiar spells/abilities we use now but allow a, albeit limited, form of customization. Limited for the sake of balance.
I haven't watched the Quake Con yet because I'm travelling and posting with my phone. I will update my input after watching.
Ah, well yeah, you couldn't delete spells on the consoles, which as I said was Ironic since the PC used Console Commands to get rid of them.
And yes I imagine the spell crafting will be limited, otherwise the lag from the server looking up what each crafted spell would be dire. Balance might be less of an issue since we could all craft the same spells, but the server having to remember fifty different variations of (say) Summon Fire Attronach (one I know is promised) would be unmanageable.
Unless they processed the spell client side and send back a simple integer variable for each type of spell. That wouldn't be too bad
But wouldn't that make it more vulnerable to hacks?
I'm not against that if they have some sort of safeguards in place, just a bit weary of anything that puts too much on the client side (because someone will try a hack).
Ahhhh, you're right. That could open up some sort of hacks. I hate hackers, they ruin all the fun. If people didn't try to break things on purpose, then they could make games much more powerful because you could process things on both client and server side. But, if they could somehow safeguard it, then I think that would be the most efficient way of it processing what spell you're using
It don't have to, not sure how things work today, if I cast spell A who cost 100 magic and do 100 damage, how is this accounted for.diabeticDemon18 wrote: »AlexDougherty wrote: »diabeticDemon18 wrote: »AlexDougherty wrote: »ian92415b14_ESO wrote: »@AlexDougherty specifically on the ps3.
I imagine ESOs spellcrafting will work off of the already familiar spells/abilities we use now but allow a, albeit limited, form of customization. Limited for the sake of balance.
I haven't watched the Quake Con yet because I'm travelling and posting with my phone. I will update my input after watching.
Ah, well yeah, you couldn't delete spells on the consoles, which as I said was Ironic since the PC used Console Commands to get rid of them.
And yes I imagine the spell crafting will be limited, otherwise the lag from the server looking up what each crafted spell would be dire. Balance might be less of an issue since we could all craft the same spells, but the server having to remember fifty different variations of (say) Summon Fire Attronach (one I know is promised) would be unmanageable.
Unless they processed the spell client side and send back a simple integer variable for each type of spell. That wouldn't be too bad
But wouldn't that make it more vulnerable to hacks?
I'm not against that if they have some sort of safeguards in place, just a bit weary of anything that puts too much on the client side (because someone will try a hack).
Ahhhh, you're right. That could open up some sort of hacks. I hate hackers, they ruin all the fun. If people didn't try to break things on purpose, then they could make games much more powerful because you could process things on both client and server side. But, if they could somehow safeguard it, then I think that would be the most efficient way of it processing what spell you're using
ers101284b14_ESO wrote: »It's going to suck until they fix the fix that fixes the fixes that fixed it. Then its going to be AWESOME!!!!!!!!
AlexDougherty wrote: »ian92415b14_ESO wrote: »@AlexDougherty specifically on the ps3.
I imagine ESOs spellcrafting will work off of the already familiar spells/abilities we use now but allow a, albeit limited, form of customization. Limited for the sake of balance.
I haven't watched the Quake Con yet because I'm travelling and posting with my phone. I will update my input after watching.
Ah, well yeah, you couldn't delete spells on the consoles, which as I said was Ironic since the PC used Console Commands to get rid of them.
And yes I imagine the spell crafting will be limited, otherwise the lag from the server looking up what each crafted spell would be dire. Balance might be less of an issue since we could all craft the same spells, but the server having to remember fifty different variations of (say) Summon Fire Attronach (one I know is promised) would be unmanageable.
Everyone will be able to do it, so I don't see how it will affect the Sorcerer class except by destroying all the classes with regards to magic spells.It will make sorcerers even more awesome, or completely destroy the class lol.
I think that, if the spell was formatted in a modular way, it shouldn't be any different than proccing stacked effects. Merlin13KAGL probably stated the same thing in a more detailed way .AlexDougherty wrote: »ian92415b14_ESO wrote: »@AlexDougherty specifically on the ps3.
I imagine ESOs spellcrafting will work off of the already familiar spells/abilities we use now but allow a, albeit limited, form of customization. Limited for the sake of balance.
I haven't watched the Quake Con yet because I'm travelling and posting with my phone. I will update my input after watching.
Ah, well yeah, you couldn't delete spells on the consoles, which as I said was Ironic since the PC used Console Commands to get rid of them.
And yes I imagine the spell crafting will be limited, otherwise the lag from the server looking up what each crafted spell would be dire. Balance might be less of an issue since we could all craft the same spells, but the server having to remember fifty different variations of (say) Summon Fire Attronach (one I know is promised) would be unmanageable.
Merlin13KAGL wrote: »If you disregard the visuals, it's all basic data from an encoding point of view:
- Every spell/skill has a cost, whether Magicka, Health, or Stamina. (two numbers in the easiest form or cost and type)
- It then has one of three affected shapes: AoE (round), AoE Rectangle, AoE Cone.
- It has a size (length/width) whose numbers would have different meanings based on the above.
- It has a range (# for distance)
- It has a target (Self, single, AoE again)
- It has an effect (all basic spells/skills can be narrowed down to small list of applicable effects. Place these in pairs for the quantity and duration, add a third for initial effect, if applicable.)
- It has a cooldown (or not)
- It has a 'cast' time.
- It has a special effect (Affects Attribute for x Seconds, etc)
- Finally (for the simple version), it has an ID...same as every item in your inventory.
That's a handful of bytes if it's not optimized.
Look at it this way, the Client takes care of what to send based on what the definition allows.
The server checks the ID (Item in in the database that your character image either posesses or does not.) and compares the data sent to see if it fits with what's allowed.
It's really just an expanded version of what happens now, Client is set to do the work, Server just validates (or doesn't).
Hack the outgoing stream, and the server rejects it - no different than a bad packet, etc. For example, send frost damage out on a fire spell, and the server's gonna call BS, and it's ultimately the server side that matters (look at rubber banding, as a fine example of that).
If it's encoded well, there are so many combinations available. Same data is sent to anyone in visual/effected range. In fact, outgoing data is less, because the enemy doesn't care about the cooldown, just the result.
Think of it another way, if I give you three boxes, each with the ability to hold the number 1-10, there are 10 combinations for each box.
Put them together, and that combination of 10 becomes 1000 different possibilities.
Couple that with the fact that they will limit the number of effects on a given spell/skill to lower the processing and validation required, and it shouldn't have to be as programmatically intensive as it would seem.
Now whether or not they go about it this way...we'll have to see.
I want there be something similar to spellcrafting to people who don't see their characters as mages. Perhaps you get a task from the fighters guild to track down old fighting techniques that you can alter in the same way as the spellcrafting, only that it uses stamina and doesn't look like a spell.