Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Bethesda Softworks; Elder Scrolls IV: Oblivion
There is a second <a href=http://www.elderscrolls.com/forums/index.php?showtopic=149722&st=0>Oblivion fan interview</a> available for your enjoyment. Lotsa new and amazing stuff is revealed!
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<blockquote><b>What of the Magic system as a whole?</b>
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Logistically, we’ve changed how magic items work in two main ways – one, you don’t “cast†them like in Morrowind. They just “do†it. Anything you wear is constant effect, and affects you while you wear it. Weapons affect whatever target you hit with them. So you would never have a weapon that does something to you, the user. The other big change is that these items do not recharge on their own, you must do it. So you use soulgems to recharge items, or can get them recharged in town.
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The magic system has so much more in it, that it would take me 100 pages to answer it all</blockquote>Riiight.
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<blockquote><b>Can you share more with us about the skills available in Oblivion?</b>
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I think the whole list will be announced soon, and we always change it with each game to get better game balance. So 21 was the magic number for us for skills, as it allows each of the 7 main attributes to govern 3 skills. Also, we try to make each skill have meaning, so less is more when it comes to that. ... We really trimmed back the weapon skills and combined them, so that it played better if you chose all of the weapon or combat ones. That was an area in Morrowind where you really lost out if you majored in all the weapons at once. In Oblivion, you choose 7 majors, and then you have 14 minors. The 7 majors are the ones that affect your leveling up. It plays out much better than our previous systems.</blockquote>I think that Bethesda people just suck at balancing so they keep reducing the number of skills untill all that's left are DEADLY WEAPAN!!! & MAGIK SPELL!!! Btw, why 7 major skills? Let me guess people complained that they don't know what skills to pick, so you decided to help them? Nice!
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Thanks, <b>micmu</b>
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There is a second <a href=http://www.elderscrolls.com/forums/index.php?showtopic=149722&st=0>Oblivion fan interview</a> available for your enjoyment. Lotsa new and amazing stuff is revealed!
<br>
<br>
<blockquote><b>What of the Magic system as a whole?</b>
<br>
Logistically, we’ve changed how magic items work in two main ways – one, you don’t “cast†them like in Morrowind. They just “do†it. Anything you wear is constant effect, and affects you while you wear it. Weapons affect whatever target you hit with them. So you would never have a weapon that does something to you, the user. The other big change is that these items do not recharge on their own, you must do it. So you use soulgems to recharge items, or can get them recharged in town.
<br>
<br>
The magic system has so much more in it, that it would take me 100 pages to answer it all</blockquote>Riiight.
<br>
<br>
<blockquote><b>Can you share more with us about the skills available in Oblivion?</b>
<br>
I think the whole list will be announced soon, and we always change it with each game to get better game balance. So 21 was the magic number for us for skills, as it allows each of the 7 main attributes to govern 3 skills. Also, we try to make each skill have meaning, so less is more when it comes to that. ... We really trimmed back the weapon skills and combined them, so that it played better if you chose all of the weapon or combat ones. That was an area in Morrowind where you really lost out if you majored in all the weapons at once. In Oblivion, you choose 7 majors, and then you have 14 minors. The 7 majors are the ones that affect your leveling up. It plays out much better than our previous systems.</blockquote>I think that Bethesda people just suck at balancing so they keep reducing the number of skills untill all that's left are DEADLY WEAPAN!!! & MAGIK SPELL!!! Btw, why 7 major skills? Let me guess people complained that they don't know what skills to pick, so you decided to help them? Nice!
<br>
<br>
Thanks, <b>micmu</b>
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