"Laezar...clearly you analogy failed...you are getting a spell randomly...NOT a perk.
In your analogy you clearly used random perks in a different tree as though it made your point."
You didn't read what I wrote, thank you. You can read it again until you understand that spells are gamplay elements not ammunitions.
"Clearly we have different philosophical views about immersive gameplay.
You seem to think that complete control over PC destiny does not break immersion...I just disagree."
Nah I think that the game already give us complete control over every binary random elements (by binary I mean, when you can instantly know if what happened is what you want or not). But the way to apply this control is not immersive.
" Destruction is clearly being treated as an elemental school by PerMa.
So formulas for an ice spell are going to follow the same fundamentals as formulas for a fire spell.
The interactions of elemental forces follow the same laws...in a learning setting you would not be able to pick and chose which fundamentals you prefer, to specialize you would have to learn all the applicable fundamentals, then begin your mastery of the branch that suits you.
It should be obvious that the author intends that destruction be regarded as a overall field of study, and that you can not specialize in that field until you learn those fundamentals...hence the reason that focus perks do not show early in the tree."
Blablabla you didn't read what I wrote again. I'm almost ok for roleplay reason about the random in early branches of the tree. Though for gameplay reason it's absolutely awfull. But even roleplaying, when your mage go up to the expert perks he is already mostly specialized (perma is designed to force you to specialize...), and if you get your fire spell when you did build an ice + thunder mage it's like getting a crossbow bolt when you are putting perks in shortbow (since you like ammunition so much).
"So it is not an issue of immersion, we can clearly see...it is an issue of anal retentiveness."
ok... let's just ignore that.
"Sure you might be obsessive compulsive and only want a certain type of spell in your pc inventory...but a solution for that already exists...savescum until you get that desired effect."
Yeah, and sure you might like to receive useless spells not working because of the lack of perks but if you do you can still pick a spell at random if you want too.
"Or...If you think each element of destruction should have it's own fundamental force laws that govern the branch of that school...you should create your own mod."
Or maybe this is an ideas section and we can all give our ideas. You seems so sure about being so right but a lot of people think like me too and you might also consider that your point isn't 100% valid instead of instantly attacking me on my anal retentiveness or the fact I should create my own mod. T3nd0 mod aim to correct bethesda game designs problems, I don't see why I couldn't discuss what I think is a design problem in his mod. All you told is that you found a roleplay justification for it, but I can find a roleplay justification for everything so what's important is game design and gameplay in this case and that was my main point. Having to save scum is bad design. Giving something useless for a long term investment is bad design. They are both things perma should aim to avoid and actually try to.
Now either you tell me how we can make it random and still be good design, either you tell me how randomness is so awesome when it's so binary or either you keep insulting me and find roleplay excuses and I won't answer because we are not discussing, T3end0 will probably see the post anyway and think for himself about the problem.
Edited by Laezar, 24 November 2014 - 09:27 AM.