Carrying less weapons, all weapons equipped

Post » Fri May 27, 2011 8:31 pm

No and no, unless you plan on having the equipment slot, and backpack slot. What am I to do with all the nice loot lying around in the cave if I can only carry a single lootable sword due to me already carrying my main gear?
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J.P loves
 
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Post » Sat May 28, 2011 2:39 am

I kinda like the idea of carrying less weapons. But I'd still want to be able to carry 5 or 6. Plus if I'm looting and their valuable i'll be bringing them back to sell. I do like the idea of being able to have multiple weapons visible on my player, say a bow and arrows, sword/axe/mace and then a dagger or small axe/mace... that'd be kinda cool, assuming it doesn't clip too much.

I do like the idea of equiping potions. I don't agree with only being able to equip 3-5 and the rest can't be used during battle. But maybe instead of insta-chugging them from the inventory menu, your player equips a potion in his hand an has to push 'attack' to drink it. So it actually takes a second to drink, like casting a spell.
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Alexandra Ryan
 
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Post » Sat May 28, 2011 3:17 am

It's not just or realism but for gameplay, something like this would add depth.
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Brandi Norton
 
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Post » Sat May 28, 2011 2:04 am

I love having a few weapons at my disposal. If they limited weapons spots to 3 or 4 I'm not having a problem.

If in a limited world as I was in the OB gates, I want to carry every thing my character can carry. Cuz once the gate is gone there goes my chance

I love displaying my stuff in my house and it brings back memories. But I don't mind having a limited weapons stock either.
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marie breen
 
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Post » Fri May 27, 2011 6:18 pm

No thanks. Carrying a wide variety of weapons is a hallmark of TES. Adding weapon slots also seems, to me, to be more action-gamey, and a lot less RPG-y.
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willow
 
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Post » Sat May 28, 2011 12:18 am

I voted yes to both, mainly because I prefer volume oriented encomberance combined with weight rather than weight only.

Also, I only use a couple weapns, and a few poitions.

However, I can really see this going haywire considering the wierd way OB calculated potion weights. Also, methinks that some mages or brewers will complain that they will be hampered regarding income and transportation...
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Ice Fire
 
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Post » Fri May 27, 2011 10:43 pm

On the issue of the toolbelt for potions (and possibly other items): yes. In Oblivion and Morrowind (and the latest Fallouts, for that matter), there's really not a whole lot limiting how you can heal or buff yourself in combat. Oblivion tried to, both by preventing you from applying the same effect twice the same effect twice (which was easily circumvented by the fact that a potion that heals over a course of 8 seconds counts as different to one that heals over a course of 7 seconds), and by limiting the total number of effects you could have active at a time (which was a "low" amount of 5). Every time your health/magicka drops significantly low, there's nothing stopping you from opening the menu and drinking enough to get you back up to safer levels in no time. A toolbelt limiting what potions you can use and how many you have available in combat could address that. Maybe.

Alternatively, another option could be that not all potions work instantaneously. You don't quaff them down in the menu, you do so in real time after exiting the menu, and it will involve making yourself still and vulnerable for a few seconds. Hmm, that might actually be preferable.

The issue concerning weapons is a little more gray. Yeah, we can carry enough to arm a whole battalion, but sometimes (or rather, most of the time), we really carry the gear to sell off later. I think what should really be done is that you should never be allowed to change what you have equipped in the midst of combat. Putting armor on and off can be difficult and time-consuming, as is sorting through your pack (or wherever it is we store all our crap on our person in TES :P) for the right weapon or tool for the job, and you're never going to do either when someone is trying to kill you.

Point is, in both these cases, I want a system that encourages you to fight intelligently, makes you really not want to get caught unawares, and doesn't just depend on you hording a bunch of stuff.
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Annick Charron
 
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Post » Sat May 28, 2011 9:52 am

have weapons only useable if they are equipped and other weapons stored in inventory which is not available in combat and even when it is open still have time go by so you can be attacked while your fiddling around with your gear. i hate it when you have "just wait a sec, mr monster.....dont attack me right now cause im checking my inventory." games have moved beyond this just like turn based combat.

there was a mod that had backpacks that could only be opened if you placed them on the ground. i kind of liked that mod. and it allowed you to carry all sorts of crap and yet you couldnt just whip out that super sword in the middle of a fight. if you didnt have that silver or magical weapon equippedn when you got ambushed by the ghosts.......tough luck. reload and try again.

im not sure how picking up every last item in a dungeon is fun at all. i had alot more fun in my modded game where i could only carry a few extra pieces of armor and weapons and it forced me to pick the best ones. i woudl even make little piles at certain points in teh dungeon so that i could cherry pick the best stuff. it also restricts the insane amount of money that can be made by preventing you from selling everything to only being able to sell what you can carry. that made the game much more enjoyable.
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Louise Lowe
 
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Post » Fri May 27, 2011 7:43 pm


The issue concerning weapons is a little more gray. Yeah, we can carry enough to arm a whole battalion, but sometimes (or rather, most of the time), we really carry the gear to sell off later. I think what should really be done is that you should never be allowed to change what you have equipped in the midst of combat. Putting armor on and off can be difficult and time-consuming, as is sorting through your pack (or wherever it is we store all our crap on our person in TES :P) for the right weapon or tool for the job, and you're never going to do either when someone is trying to kill you.

Point is, in both these cases, I want a system that encourages you to fight intelligently, makes you really not want to get caught unawares, and doesn't just depend on you hording a bunch of stuff.


So in a system like this, I cannot open a fight with a ranged attack and then switch to a melee weapon when I get rushed? Or switch equipment that offers better protection against specialized attacks, like elemental magic, depending on what foe I'm trying to overcome? It sounds like a lot of restrictions just for the sake of realism, that end up hurting gameplay instead of offering any benefit. Tweaks to existing systems are good and all, as long as they don't detract from the game.
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Juliet
 
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Post » Sat May 28, 2011 9:56 am

And in what way exactly is Halo a similar experience to any Elder Scrolls game that a gameplay mechanic that worked in it would fit a game designed in a totally different way? Other than 1st person view, they couldn't be any more opposite.


It was just a cheap dig, sort of a "trollish" comment, I wasn't comparing the games so much as the people playing them. I never meant it, of course. BUT if you think about it, having to decide between a rocket launcher vs. an assault rifle is a lot tougher choice than having to choose between a sword and an axe. And I mention Halo because that's one of the mechanics that made it more than just every other FPS. It's not limitation for realsim's sake (Master Chief is a cyborg, if he wanted to carry 3 weapons, I'm sure he could) but rather for strategy's sake.

And like other people (and myself) have said, it would probably not include "loot" which we can pretend is being held in a sack. As soon as an enemy is within, idk, 25 feet, you "drop" sack (NO, you don't have to pick it back up, it's contents just become unavailable) and you can only fight with the weapons you have on your immediate person.

@ your other post

Yes, you could do a range/melee combo. You could even have a ranged, melee, and back up combo. And as I said above, the limitations are not exactly for realism, but for the strategy of planning ahead.

So yea, you might not be able to switch equipment, but would you really want to get naked and then put on your new robe while you are being charged? If it's a ring or something, that might not be a problem.
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phil walsh
 
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Post » Fri May 27, 2011 9:48 pm

I would be in favor of this, as well as a much more in depth inventory system, wherein you have to balance item weight against your character's strength, along with storage space (backpacks would allow you to carry more things).

This would probably give more value to your gold, considering you couldn't go into a dungeon and come out with 10 suits of armor, 20 weapons, and 100 other miscellaneous items. Then you proceed to unload it all to the nearest merchant.

Sounds like a pretty good idea to be honest, but perhaps it would be too hardcoe for most gamers.
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ImmaTakeYour
 
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Post » Fri May 27, 2011 8:19 pm

So in a system like this, I cannot open a fight with a ranged attack and then switch to a melee weapon when I get rushed? Or switch equipment that offers better protection against specialized attacks, like elemental magic, depending on what foe I'm trying to overcome? It sounds like a lot of restrictions just for the sake of realism, that end up hurting gameplay instead of offering any benefit. Tweaks to existing systems are good and all, as long as they don't detract from the game.


Who said that? In this hypothetical system I assume you would be able to equip a ranged weapon and melee weapon at the same time and you could alternate between which weapon you had at the ready. Switching armor in the middle of battle is just ridiculous, so it would make you think more carefully when exploring new areas if it was restricted.
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Ysabelle
 
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Post » Sat May 28, 2011 12:47 am

to be honesti would love to see them to what mount and blade warband does. you get 4 slots to put whatever you want in. you can have 2 sets of throwing weapons and either a two handed weapons or a shield and one hander....or you can have bows or bolts and then a crossbow or arrow and either a two hander or a shield weapons combo again. hell, if you want you can have a bow with three quivers of arrows if your in the mood which ive done during sieges with rhoddocks( they use crossbows so i cant reuse their ammo like i can with the saranids or vaegirs). its a balanced system cause you cant change when in battle and you can pick up stuff but its not like you can carry 20 shortswords and 15 battle axes and 4 full sets of armor which is just silly for gameplay.

i think that most people opposed to anything that limits their ability to carry infinite weapons and armor and be able to switch in the middle of a batter simply have not experience games that do that. combat in mount and blade is infinitely better than in oblivion and not just from the horseback perspective. i only get 32 arrows..........not 499 arrows which means i make my shots counts instead of just shooting arrows for the sake of it. in far cry 2 if i ran out of ammo for the main gun that i had to actually get rid of it and grab an inferior gun tha thad more plentiful ammo...........it was a much better gameplay mechanic than just shoving it in the "pack of everlasting anti-gravity and space"
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 10:12 pm

So in a system like this, I cannot open a fight with a ranged attack and then switch to a melee weapon when I get rushed? Or switch equipment that offers better protection against specialized attacks, like elemental magic, depending on what foe I'm trying to overcome? It sounds like a lot of restrictions just for the sake of realism, that end up hurting gameplay instead of offering any benefit. Tweaks to existing systems are good and all, as long as they don't detract from the game.

Well, not everything is restrictive. On top of my suggestions, I support things like weapon sets, of which there are only, say, 2-3, that you can switch between would also be ideal (so you can easily use a bow, then use a sword once the enemies close the distance) in a fight. Armor, though...no, I don't think you should ever change that in battle at all. If you want to be best protected against magic/Frost/disease/NakedNordosis, then I say you should prepare yourself for that before initiating combat.
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StunnaLiike FiiFii
 
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Post » Sat May 28, 2011 12:31 am

It was just a cheap dig, sort of a "trollish" comment, I wasn't comparing the games so much as the people playing them. I never meant it, of course. BUT if you think about it, having to decide between a rocket launcher vs. an assault rifle is a lot tougher choice than having to choose between a sword and an axe. And I mention Halo because that's one of the mechanics that made it more than just every other FPS. It's not limitation for realsim's sake (Master Chief is a cyborg, if he wanted to carry 3 weapons, I'm sure he could) but rather for strategy's sake.

And like other people (and myself) have said, it would probably not include "loot" which we can pretend is being held in a sack. As soon as an enemy is within, idk, 25 feet, you "drop" sack (NO, you don't have to pick it back up, it's contents just become unavailable) and you can only fight with the weapons you have on your immediate person.


Sounds like a very restrictive system just for the sake of being restrictive, with no alternative to account for different types of damage or elemental defense, or ways to switch up your approach depending on the situation, just concerned in making a process realistic without thinking about gameplay ramifications. Not my cup of tea, I like games where I'm in control, and the more tools I have to take care of a situation, the better in my opinion. I get that a restrictive approach in games like Halo or Far Cry 2 woks in those games, because they are designed with the goal of offering a very specific type of experience. TES are all about freedom, and like I said before, anyone that feels like restricting themselves in any way, by not switching weapons or accessing a backpack while in combat, or any other handicap can do so with the current system, no need to really force it at all on anyone else, dont you think?
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adam holden
 
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Post » Fri May 27, 2011 6:45 pm

I dont think this will ever happen. But thank goodness the PC has mods. I was using one for FNV that allowed me to carry only 50wg, and it made the gameplay much immersive, 3-4 guns and only some misc items like medicine and chems. I think someone will end up modding something like that for Skyrim, I don't really mind not having the weapons show on your character, after all the game is a first-person RPG.
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..xX Vin Xx..
 
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Post » Sat May 28, 2011 9:30 am

Well, not everything is restrictive. On top of my suggestions, I support things like weapon sets, of which there are only, say, 2-3, that you can switch between would also be ideal (so you can easily use a bow, then use a sword once the enemies close the distance) in a fight. Armor, though...no, I don't think you should ever change that in battle at all. If you want to be best protected against magic/Frost/disease/NakedNordosis, then I say you should prepare yourself for that before initiating combat.


So I end up forced to invest in either sneak or illusion skills to be able to scout ahead and prepare accordingly, since the game is restricting me with my equipment and there is no way for me to know what might be waiting around the corner without those skills?
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JeSsy ArEllano
 
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Post » Fri May 27, 2011 10:27 pm

Sounds like a very restrictive system just for the sake of being restrictive, with no alternative to account for different types of damage or elemental defense, or ways to switch up your approach depending on the situation, just concerned in making a process realistic without thinking about gameplay ramifications. Not my cup of tea, I like games where I'm in control, and the more tools I have to take care of a situation, the better in my opinion. I get that a restrictive approach in games like Halo or Far Cry 2 woks in those games, because they are designed with the goal of offering a very specific type of experience. TES are all about freedom, and like I said before, anyone that feels like restricting themselves in any way, by not switching weapons or accessing a backpack while in combat, or any other handicap can do so with the current system, no need to really force it at all on anyone else, dont you think?



It's restrictive for the sake of giving gameplay more depth in preparation and making the player think more carefully about looting, it's definitely not just a realism thing. A system like this would make the player actually think about what he can reasonably handle in potential situations, there would be a lot more strategy then just having everything available at all times.
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Julie Ann
 
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Post » Sat May 28, 2011 6:54 am

Sounds like a very restrictive system just for the sake of being restrictive, with no alternative to account for different types of damage or elemental defense, or ways to switch up your approach depending on the situation,

TES are all about freedom, and like I said before, anyone that feels like restricting themselves in any way, by not switching weapons or accessing a backpack while in combat, or any other handicap can do so with the current system, no need to really force it at all on anyone else, dont you think?


It really shouldn't be "restrictive" so much as "balanced." Like trying to lose weight, you can still eat pizza, just maybe one slice and a salad instead of a whole pie.
And normally I would agree with your logic about restricting yourself and not other people, and obviously mods can do that (if your on PC) but I guess the problem is the devs then make the game with the belief that the characters will be able to have 200 health potions on them. I guess that's less of a problem, but it's just like fast travel. You may prefer a game without it, but when it's there you can only ignore it for so long.

Anyways, I'm really starting to hope that Beth does a Fallout and has a toggle-able hardcoe mode, so that everyone is happy.
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kasia
 
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Post » Sat May 28, 2011 5:09 am

I dont think this will ever happen. But thank goodness the PC has mods. I was using one for FNV that allowed me to carry only 50wg, and it made the gameplay much immersive, 3-4 guns and only some misc items like medicine and chems. I think someone will end up modding something like that for Skyrim, I don't really mind not having the weapons show on your character, after all the game is a first-person RPG.


No argument with this reasoning, or an option to toggle the restrictions. Just seems like a very intrusive way to achieve realism to me, but its just my opinion.

And by the way, that's a pretty hardcoe way to play NV! How did you get around carrying some combat armor, that's like 30kg right there! Well done! :celebration:
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sw1ss
 
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Post » Sat May 28, 2011 5:12 am

I wouldn't mind having multiple options for carrying multiple weapons. I specifically want to be able to change the position of my sword; maybe I don't want it in a side scabbard, but strapped across my back.
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Kelvin Diaz
 
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Post » Sat May 28, 2011 10:41 am

alot of people did the same with the stalker. reduced the carry weight from 50 to 35. you can literallly only carry a couple of guns and a few hundred rounds of ammo. but in the end i could never go back to the default 50 which seemed like infinity when you used to only 35. :)
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Nitol Ahmed
 
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Post » Sat May 28, 2011 12:15 am

So I end up forced to invest in either sneak or illusion skills to be able to scout ahead and prepare accordingly, since the game is restricting me with my equipment and there is no way for me to know what might be waiting around the corner without those skills?


You can never fully prepare yourself, alot of the time it requires improvising in some way. I feel it would add more suspense to the whole part of exploration. You have NO clue what to expect, you equip yourself in a means you hope will be most effective, and if its not then you have to find a means to survive. I dont want to feel like a godlike monster. In any fantisy tale when were the most exciting moments? I would say its when the hero survives an epic battle against all odds, illprepared be damned. I want to experianse that...that true feeling of accomplishment because I achieved something through true grit with my character not just "oh damn this guy uses fire, hold up ima pause the game to go into my inventory and throw on my uber fire resistant armor and equip my Claymore of Blizzards since his armor is weak against it" That kills suspense and immersion for me. Like I stated before. Let us carry one main weapon, a ranged weapon, a quiver of arrows, a shield if the main weapon allows and a back up short blade or something then finally a few potions. so lets say you have 4 main slots for things you could throw your main weapon as the top your ranged as the left secondary as bottom then the potion as right. If you need to switch things out it has to be at least reasonable. like maybe a different dagger or a different potion but not a whole suite of armor your main weapon and watever els. I still think this would give us a reason to have a horse that we can use as a mobile big pack then have a "backpack" that has its own limit it can hold that we can fill with loot and then switch out WEAPONS when we are not in combat armor should be something to switch while using your horse or whatever form of transportation you have but most likely a horse.
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Red Bevinz
 
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Post » Fri May 27, 2011 6:12 pm

No argument with this reasoning, or an option to toggle the restrictions. Just seems like a very intrusive way to achieve realism to me, but its just my opinion.

And by the way, that's a pretty hardcoe way to play NV! How did you get around carrying some combat armor, that's like 30kg right there! Well done! :celebration:


It isn't that hard.
Here is what I had:
-Reinforced Leather Armor: It's light, strong and good-looking.
-Caravan Shotgun: Just rush towards the enemy and blow up his head.
-9mm Pistol: Always carry it in case I run out of bullets.
-Scoped Hunting Rifle: High damage and pretty useful.
-A handful of chems and stimpaks (they are weighless in the vanilla game, but in the modded it was only 0.1 so I could carry a lot of them)

Ammo wasn't an issue, it was pretty easy to find and they are almost weightless. But try not to go around carrying missiles or mini-nukes, those stuff are heavy.
IMO it's pretty easy, but of course I have a lot of experience with STALKER games which are by default, way harder than FNV with all those mods on very-hard.
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DAVId MArtInez
 
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Post » Sat May 28, 2011 4:32 am

i voted yes for both but i actually would be happiest if only the hot-keyed items would show up on ur character and everything else would just stay invisible but ready for the click of a button through the inventory menu. then you have a hot key for poison and u'll have a section on ur charecter showing poison vial(s), unless of course you run out. the hot key thing would would work well too when you want to customise your guy so that unwanted weapons wouldnt always be showing.

ding ding ding! we have a winner!! :goodjob:
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Queen
 
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