BlindHitman10 wrote:
Well, I dont play flight sims at all so I have no idea what to make of your comparison!
I disagree that it doesnt make sense for feather spells to stack. It makes perfect sense that a spell - any spell - has a certain effect and that casting it again just replenishes that effect rather than doubling it.
If you want to carry more around then just purchase a better feather spell. This makes more sense than stacking and fits into the whole role playing ideology of gaining knowledge, finding an artifact or developing a skill that makes you more proficiant at whatever it is you are doing.
Now I agree that being able to carry more than a couple of weapons, a few dozen gold coins, a handful of potions or more than one suit of armour strictly speaking isnt *realistic* but at least some suspension of disbelief is required - its still a game afterall, it still needs to be fun, it still needs to offer variety.
Having severe restrictions on what I can carry doesnt matter much to my Mage character because the only thing I wear is a robe, I carry one weapon and a couple of dozen potions - pretty realistic. Just about everything else I need can be gained via use of a spell, which of course weighs nothing. Such restrictions however would punish warrior classes (especially those not built around naturally strong races like Orks and Nords) who like to wear heavy armour, carry big weapons and need repair hammers and lots of potions to survive .
Theres lots of things that could be changed to make the game uber-realistic - removing the quick travel facility and making you walk or ride the whole distance or making it so you have to listen to every line of dialogue a character speaks at you rather than being able to cut to the next part of the conversation. These are two very realistic changes but they are also incredibly boring which is why games like Oblivion need to find something of a midground.
As for the point of potions as opposed to spells - I think there are more differences between the two than you think and its important to have both. Yes, you can have a spell or a potion that heals you, turns you invisible or fortifies an ability so why bother having both?
Well first of all a potion of restore health, a potion of healing and a healing spell all restore health in different ways and to different degrees so theres that to consider. Sometimes I may need a quick burst of health because my opponants next blow will kill me, so I use a health spell. Other times I may need something that maintains my health over a period of time because I'm being attacked, so I use a potion of restore health. Sometimes potions are better, sometimes spells are better, so its good to have both - depends on what you need.
Some spells just suck - I'm pretty sure there is a spell of fortify magika that fortifies by about 40pts but costs about 60pts to cast. Whats the point in that?
Another reason why its important to maintain both spells and potions is very simple - not every character or class is proficiant with spells so if you restrict their access to potions you would be preventing them from accessing essential abilities like the ability to heal themselves. A High Elf may be proficiant at restoration magic but a Wood Elf isnt so its pretty important that the Wood Elf can make up for that by having a pretty good Alchemy ability.
Remove potions and potion making and youre essentially saying that everyone who doesnt have a natural affinity to magic either has to develop one (thus forcing gamers to push their characters in directions they may not want to) or go without...
By the way I like night Eye. Light illuminates things within a certain distance of your character but Night Eye allows you to see much further into the gloom. Additionally Nighteye doesnt give away your location if youre sneaking the way light can. See, like the potions/spells debate theres normally a pretty good reason to allow gamers to have access to both options.
I quite like the way the spells are costed. It makes perfect sense that more powerful spells cost more Magika and from a role playing perspective I think its a nice touch that the more you practice and develop a spell ability, the cheaper the spells associated with that skill become.
Hahaha. In Over-G, the amount of fuel you start the mission off with affects your maneuverability, and you can only load up on about 6 missiles max, depending on the plane. Which also affects speed and maneuverability. You can start off with an uneven number of missiles, but your plane
will tilt to one side, throwing your flying capabilites all out of whack. In Ace Combat, you get unlimited fuel, it does not affect your maneuverability, and you may as well have infinite missiles because you usually get around 500 or so, with about 50 specials. Yet it's still the closest thing you'll ever get to playing a role in the movie Top Gun, for some reason.
Basically, you either prefer arcade type games, or realistic type games. I guess I could have used a hundred other examples. I don't know why I chose those two. More than likely because of the weight similarities how carrying said number of potions encumbers you = casting feather and what-not. Which you aren't too fond of, you said.
Yes, but if you have two different spells, Feather 100 points for 11 seconds on self and Feather 100 points for 10 seconds on self, they should stack. You should get Feather 200 points for approximately 9-10 seconds including cast time. That being said, there's not really much difference between that and casting the same one twice and having it stack. Therefore they should have it so it stacks just so you don't have to have a ton of extra spells on hand, since it's a given as to what you're aiming for with them. I hope you see what I mean now. I didn't explain it well before. Oh, and I have my little house up on the hill there, where I can make my own spells if I wanted to. I understand that I could buy/make my own, but I still think having seperate spells shouldn't reset your original one. And maybe it doesn't. I seem to remember in Morrowind that spells were stackable.
Haha. "couple dozen potions" and "very realistic". You should drop them all and see how many that really is. I don't know where your guy hides all of those... Actually, I don't wanna know ;)
I would like to point out that in this sentence you wrote "Having severe restrictions on what I can carry doesnt matter much to my Mage character because the only thing I wear is a robe" there is a lot of "me" and "my". I'm not trying to pick at you or anything, but there are a lot of other people who play this game, that probably feel the same way I do about their mage and the weight that they carry. Yes, that is our choice to wear armour with our (battle)mage who isn't as strong as a warrior type, but there needs to be some way to make the game "fun" for us too. ie: Stackable feather spells so we don't have to make a billion trips back to one cave for three pieces of equipment.
"A High Elf may be proficiant at restoration magic but a Wood Elf isnt so its pretty important that the Wood Elf can make up for that by having a pretty good Alchemy ability." The woof eld should find himself a bed or some deer meat, since he is a skilled bowman, after all. ;) lol.
"removing the quick travel facility and making you walk or ride the whole distance or making it so you
have to listen to every line of dialogue a character speaks at you"
In real life you can shut people up and tell them to cut to the chase. Why not in Oblivion? Also, the fast travel, while taking it out would add realism, would also make grabbing those 3 pieces of armour I mentioned earlier quite a hefty task. And in real life, you would have a wagon or saddlebags on your horse or something to help carry items back with you. They would also have the chance of being robbed by bandits. Something that should be included in Oblivion, but is not.
"Some spells just suck - I'm pretty sure there is a spell of fortify magika that fortifies by about 40pts but costs about 60pts to cast. Whats the point in that?"
Hopefully it lasts longer than the time it takes to recharge that magicka :)
I guess I see what you're saying about the spells/potions. But that's what I was saying to someone else earlier. If you choose a class, you should be stuck with the limitations/benefits that class comes with. I really dislike how a Nord can become just as good of a spell-caster as a High Elf can be, with less magicka. He is more of a warrior and should know little to nothing about spellcasting. Just my take on things. You mentioned RPG's a bit in your post. As far as I remember, from all the FF games I've ever played, you don't normally have two characters with the same spells/abilities aside from fire/water/poison/shock/thunder and whatever other element you can name. You can't even use the same weapons as another character in any FF games. At least you get that much in Oblivion.
I'm not meaning to disagree with you 100%. I guess I'm just stating what would be nice in the game. Sorry for the massive novel-post, too. Sometimes I get carried away :(
And if none or all of this doesn't make sense, I apologize. I'm a little hungover today after last night.
No, Jahleed, I'm not C-Sec. We're not even on a boat!