Spells affecting the Player
Remember though, this is magical fire you're casting. Like all magic, it's not necessarily going to follow rules of the mundane world.
In TES games, spells you cast on others do not affect you. That's the way it has always been. If it didn't work that way, then having a Touch spell with
an area of effect would never get used because you'd harm yourself. How much sense does THAT make?
Oh, it would be very, very easy to make area effects apply to the caster. One minor code change and it's done. But I'm still not enamored with the
idea.
The problem is that it eliminates touch spells with area effects. Nobody's going to cast them if they can hurt you as well, so they might as well not
exist.
And I don't like the "cone area" idea either, because a) touch spells require you to be within touch range of the target -- they're like a laying
on of hands type of thing, and B) area effects are meant to be omnidirectional. You want EVERYONE (except yourself) within the radius to be
affected, not just people behind the target.
Besides, like I said before -- it's magical fire, not "real" fire.
***
MSFD's counter-dumbdown rant
First of all, buying or not buying the game is entirely your prerogative,
and I won't stop you if you've made your decision. However, allow me to
correct a few misconceptions you have about the game.
Stats don't matter, player skill with rapidly clicking mouse does
Actually, combat is tuned so that button mashing will NOT be an effective
combat strategy. Yes, Oblivion -- like Morrowind, Daggerfall, and Arena
before it -- strikes a balance between stats-based gameplay and player
control. That is a hallmark of The Elder Scrolls RPG's. But while you, the
player, do make decisions when to attack, when to block, and when & how to
maneuver, it is your character's stats that determine the success and
effectiveness of those decisions. Just as it has always been.
Running doesnt drain fatigue
But casting spells does. And performing attacks -- especially power attacks
-- does. And the lower your fatigue level, the less effective your attacks
and cast spells will be. If you run while in combat, your fatigue will not
come back, and you could be in serious trouble.
Ability to teleport to places you've been without using magic
You cannot teleport ANYWHERE "without using magic". Fast travel is NOT the
same thing as teleportation. Time passes (albiet quickly). If you're
poisoned and you fast travel, your character may die before you reach your
destination. Also, you can't initiate fast travel if you're in an interior,
or if you're in combat.
Having to aim with a sword in order to "hit" a guy. Your stats should do
it for you
How is this different from any other Elder Scrolls game? It's not like you
have to be precise -- you just have to have your target in view, and within
the reach of your weapon. If you're referring to the fact that you'll no
longer completely MISS in those circumstances if your skill is low, that has
been addressed by the fact that your low skill level will mean that the
amount of damage you can deal out is much, much lower.
Having the game cater to your class SPECIFICALLY
Don't mistake a feature that CAN be used for one that's used for every
single facet of the game. There will be plenty of stuff that anyone can find
regardless of their class, skill level, race, etc. It's an optional feature
that will be used where appropriate.
Turning it into a LOTR Crap Game (White Tree of Gondor anyone?)
Yeah, our Trolls look just like LOTR trolls. One white tree doesn't make the
entire game LOTR.
No fricken mounted combat
You make it seem as though we're glad we're not doing it. Do you honestly
think we make decisions like that to dumb the game down? To make it cater
more to the masses? That we don't want to make Oblivion the best game we can
possibly make? Please, give us more credit than that. We've devoted years of
our lives to making these games. Why would we deliberatly do a bad job?
No crossbows, No throwing weapons
Like all features, everything's prioritized. There's only so much time and
money to get every feature in the game. Believe me, we'd like to have these
things almost as much as we'd like to include mounted combat. But there just
isn't enough time to do it RIGHT. And we're NOT going to slap in features
that don't work well just to say we have them. At least we were up front
about saying they weren't in the game.
Having trees that follow you (Don't ask, Speedtree does it...)
You haven't seen the trees in motion. If you still think it's a problem
after you do, then you are one seriously jaded gamer. There are alternatives
to not billboarding textures -- but they all dramatically include polygon
counts and would just slow the game down. Trade-offs have to be made. We
COULD lower the polygon count of everything in the game, reduce texture
size, not use shaders, and have a quarter the number of trees, and then do
something to avoid it, but do you honestly think it's worth it? I don't.
Moving barrels all into one place of a dungeon
I have no idea what you're talking about. I wasn't aware you'd played
through any of our dungeons yet.
Having a more linear story...
Again, this one seems to be coming out of thin air. You don't know the story
of the game. You don't know any of the quest lines. How can you possibly
know the story is more linear than that of any other Elder Scrolls game?
Destroying the concept of "payed for by looking" with shiny dots on your
map
Knowing exactly where the Bottle of Beverage is by following the shiny dot
Not having to ask people for directions (Shiny dot)
You're making assumptions about the maps and compass when you haven't seen
them yet. You haven't seen how and when they're used. You don't know what
they look like. You don't know under what conditions they may appear.
By all means, if you don't want to, don't buy the game. Like I said, that's
your prerogative. But don't make your decision based upon your own
assumptions about things that you know very, very little about.
***
Potions #3
The limit is *ONLY* for potions. Spells, enchantments, scrolls, etc. that
are affecting you are not counted. And how is popping up a message saying
you can't drink any more potions immersion breaking if you've got the menus
up anyway?
And remember -- the limit increases as your alchemy skill improves. It's a
skill perk, just like learning new power attacks are skill perks for combat
skills. We've got to communicate skill perk info for all the other skills --
it won't be any different for Alchemy.
If you want a roleplaying rationale for it, the analogy made earlier to The
Princess Bride (i.e. having spent years building up an immunity to iocane
powder) is apt. As you become a better alchemist, you are better able to
tolerate the effects of magical potions, and so can "stomach" more of them
at once. The novice simply can't do it. If you think about it, it's really
not all that different from in Morrowind, where you could only "see" a
certain number of an ingredient's effects, depending on your Alchemy skill.
It's all about making the skills more meaningful.
***
The TES CS #2
Another thing to remember is that the Half-Life engine (and the Unreal
engine and the Doom III engine) are commercial game engines that are
licensed as products to other companies who make games based on them. Thus,
the tools to make content for those engines have to be fairly generic,
because they have to support a wide variety of titles in a wide variety of
genres.
This isn't the case with The Elder Scrolls. As Sentinel said, we use the
TESCS to make Elder Scrolls games. As such, the TESCS doesn't include any
features we don't use. It doesn't need to be generic, because we're not
selling an engine like Valve and the other companies do. Since that is the
case, making the TESCS more generic, adding features we don't use, etc.
would be a waste of money that we could otherwise spend on making sure the
GAME is as good as possible.
Go ahead and keep making suggestions, though -- there's nothing wrong with
that! :) And as far as longevity goes, in a couple months it will have been
THREE YEARS since Morrowind was released, and not only does it still have a
thriving mod community, people are still buying the game.