Billium813 wrote: »It comes down to how SpellCrafting would be implemented. If there are 1000 possible combinations of spells craftable... it will be a balancing nightmare and will overshadow all the other Skills that are restrictive and ridged. If there aren't enough possible combinations of spells, then how would it be different than 1 or 2 new skill lines with 5-6 Skills, 2 morphs each, and 4-5 passives?
SpellCrafting would have to be large enough to warrant being its own unique thing, but not too large. Players SAY they want 1000 possible craftable spells, but you do realize that only 5% would be viable, right? Bloating out the game like that would be a terrible idea and it would be a design nightmare.
The_Titan_Tim wrote: »Billium813 wrote: »It comes down to how SpellCrafting would be implemented. If there are 1000 possible combinations of spells craftable... it will be a balancing nightmare and will overshadow all the other Skills that are restrictive and ridged. If there aren't enough possible combinations of spells, then how would it be different than 1 or 2 new skill lines with 5-6 Skills, 2 morphs each, and 4-5 passives?
SpellCrafting would have to be large enough to warrant being its own unique thing, but not too large. Players SAY they want 1000 possible craftable spells, but you do realize that only 5% would be viable, right? Bloating out the game like that would be a terrible idea and it would be a design nightmare.
They would have to add 2-3 spells for each school of magic on the first patch to ensure balance is met, then 1-2 every following patch. Each of the base spells would be adjustable, using the same system already in place that’s being used currently on abilities, the more the ability does, the less effective it is at everything.
In example, let’s use the spell Fireball
8,000 damage, instant cast time, single target
10,000 damage, 1.8 second cast time, single target
6,500 damage, instant cast time, AoE
9,000 damage, 1.8 second cast time, AoE
SpacemanSpiff1 wrote: »i think it's a mini-game. something to do in taverns and with other players
TX12001rwb17_ESO wrote: »It will not be underwater swimming and I can tell you why right now
Argonians, they can breathe underwater, the other races cannot, that would cause a massive balance shift in their favor, then you have the crowd who believes Vampires should also beable to, for them it would be very immersion breaking if they couldn't.
Jarl_Ironheart wrote: »TX12001rwb17_ESO wrote: »It will not be underwater swimming and I can tell you why right now
Argonians, they can breathe underwater, the other races cannot, that would cause a massive balance shift in their favor, then you have the crowd who believes Vampires should also beable to, for them it would be very immersion breaking if they couldn't.
They could totally get around that by saying the Vestige gains the spell waterbreathing. It's a mid level alteration spell and we have slain molag bal among others so that's not a issue. Or we could get a Tool like a ring of water breathing or something. Hell I'd be fine with a breath system, let the argonians have that advantage.
SkaraMinoc wrote: »Here's what I remember as "most requested".Not requested as much but nice to have:
- New Class
- Trial Finder
- Story Mode Dungeons
- Hide Shoulders and/or Crotch Flaps
- Group Duels
- Underwater Swimming
- Companion Duels
- Battlespire Dungeon (PvPvE)
- PvP Arenas (2v2, 3v3, 4v4, etc)
- Housing Battlegrounds
- New Battleground set in theme of new Chapter
Spellcrafting in single-player games, yes but in MMO how would they balance it?
Spellcrafting in single-player games, yes but in MMO how would they balance it?
I wonder why nobody seems to have issues with any other crafting. It's only ever spellcrafting that is rejected on principle.
What, you want people to be able to craft different kinds of weapons with a dozen traits and hundreds of sets!? How would you ever balance such a thing!? It can't be done! And hundreds of styles, too? That's way too much development time!
The real overpowered crazyness in single player games like Morrowind didn't even come from spellcrafting, but Alchemy and Enchanting, which we've had in ESO from day 1 without any objection.
Spellcrafting in single-player games, yes but in MMO how would they balance it?
I wonder why nobody seems to have issues with any other crafting. It's only ever spellcrafting that is rejected on principle.
What, you want people to be able to craft different kinds of weapons with a dozen traits and hundreds of sets!? How would you ever balance such a thing!? It can't be done! And hundreds of styles, too? That's way too much development time!
The real overpowered crazyness in single player games like Morrowind didn't even come from spellcrafting, but Alchemy and Enchanting, which we've had in ESO from day 1 without any objection.
SerafinaWaterstar wrote: »What is the obsession people have with spellcrafting? Cannot fathom how it would work in an mmo - would not everyone end up using the same few spells, like they do with armour sets now.
And if no content dlc in Q4, they had better up the rewards for ESO+.
Watch the below vid (it only lasts about 5 mins and starts exactly at the Spellcrafting part). This will show you why there has been hype about Spellcrafting for years. And that hype came from ZOS themselves.
I have only been playing for a little over 3 years now myself, so this is all new to me too and I was once where you are at now - thinking, "Spellcrafting, what's the big deal/hype?". Until I saw this video and had my mind blown.
Having said all that - my vote is def Spellcrafting, they were so close to releasing it 8 years ago so surely the time is right now.
Edit - if for some reason the vid starts at the beginning, jump ahead to 53:14
https://www.youtube.com/watch?v=3LkeMacg-b0&t=3194s
Okay, now I want spellcrafting.
Spellcrafting in single-player games, yes but in MMO how would they balance it?
I wonder why nobody seems to have issues with any other crafting. It's only ever spellcrafting that is rejected on principle.
What, you want people to be able to craft different kinds of weapons with a dozen traits and hundreds of sets!? How would you ever balance such a thing!? It can't be done! And hundreds of styles, too? That's way too much development time!
The real overpowered crazyness in single player games like Morrowind didn't even come from spellcrafting, but Alchemy and Enchanting, which we've had in ESO from day 1 without any objection.
The obvious answer is that crafted spells would be boring, like crafted weapons. Crafting weapons is just to complete some set bonus, and the power is capped by the set bonus. Gear crafting in this game is mainly just a leveling activity that turns into a grind. It is an albatross that served a purpose at launch and is just around today because the grind is popular.
This is the legacy that birthed Jewelry Crafting and will birth Spell Crafting. We need to look no further than Jewelry Crafting to see what Spell Crafting will be like. It will be implemented as a grindy, boring, system that lacks any real power compared to what we have today. Primarily a cosmetic and customization thing, it will serve little purpose other than to occupy time leveling and provide some manner of end game grinding.
TechMaybeHic wrote: »Spellcrafting in single-player games, yes but in MMO how would they balance it?
I wonder why nobody seems to have issues with any other crafting. It's only ever spellcrafting that is rejected on principle.
What, you want people to be able to craft different kinds of weapons with a dozen traits and hundreds of sets!? How would you ever balance such a thing!? It can't be done! And hundreds of styles, too? That's way too much development time!
The real overpowered crazyness in single player games like Morrowind didn't even come from spellcrafting, but Alchemy and Enchanting, which we've had in ESO from day 1 without any objection.
So do you want spell crafting to essentially just be a new skill line you have to gather resources for to make? Because thats what item sets are.
Enemy-of-Coldharbour wrote: »IMO, the new feature will be nothing more than companion romance (Rated G).
Ishtarknows wrote: »Enemy-of-Coldharbour wrote: »IMO, the new feature will be nothing more than companion romance (Rated G).
I really hope not. The "big features" of the past two years have been companions, more companions and a card game. How about something a bit more exciting - a new 2 man arena or we know PVP really needs some love so something for the pvpers would be the most appropriate
This is the legacy that birthed Jewelry Crafting and will birth Spell Crafting. We need to look no further than Jewelry Crafting to see what Spell Crafting will be like. It will be implemented as a grindy, boring, system that lacks any real power compared to what we have today. Primarily a cosmetic and customization thing, it will serve little purpose other than to occupy time leveling and provide some manner of end game grinding.
Souinds like an MMO in a nutshell to me.
But seriously, how would you change crafting to not make it less "boring"? Because it's not like Morrowind's spreadsheet spellcrafting was an incredibly engaging endeavour either. Would we have to play minigames to fiddle the yarn through the eye of the needle when crafting clothes? I'm not asking to be facetious, I've just never seen crafting, in principle, any other way than it is in ESO or even the single player games. Acquisition of materials and recipes is probably the only variance, but in the end, you gather materials to combine them into a new item, and that's it.
themaddaedra wrote: »How do people think of things like hide shoulders as a "new system"? That's very weird to say the least.