Chance of hitting and How to block in Skyrim

Post » Fri May 27, 2011 9:57 pm

My personal preference is that you always hit and do standard damage to a defenseless enemy, regardless of weapon skill. A power attack against a KO'd enemy should a guaranteed kill unless they're in full heavy armor. However, if an enemy is wearing armor, dodging, or trying to block or counter, weapon skill is necessary to penetrate those defenses, and also contributes to the critical hit rate (each weapon has its own critical hit effect) and effectiveness of special attacks.

I'd prefer weapon blocking work more like Mount & Blade or Arkham Asylum, where you have to hit Block after an attack is initiated to block it. With decent timing, blocks should allow you to go right into a counterattack. Using the shield against arrows should be a question of holding it up and putting it the path of the arrow's flight, so larger shields are more useful in that regard. Unlike OB, no damage should get through successful blocks -- however, blocks consume fatigue, and can be broken with powerful attacks or avoided with feints (that is, start an attack from one direction, and then while they are blocking that side, hit them hard from the other direction).

The main challenge of melee combat should be blocking the enemy while keeping the enemy from blocking you. Needless to say, combat against multiple opponents will get challenging, so you should have some moves at your disposal to help mitigate the danger there (like shoving enemies into each other, grabbing a human/merish shield, etc.)
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Evaa
 
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Post » Fri May 27, 2011 6:41 pm

The real trick is to go beyond clunky and obvious die-roll mechanics to something better without making character skills "irrelevant". MW was a case of the former problem, OB was a case of the latter one. Neither was "right", unless you either had no interest in combat in the former game, or had no interest in "playing the character" in the latter. When your totally unskilled character can fight any opponent on even terms, right from the start, that's not RP, that's a FPS game.

The only way I can see to make a workable hybrid would be to have weapon skills and related attributes affect the speed, aim, and recovery time of your moves. The game would play out like OB's combat in a way, but a more skilled character would just be faster, smoother, and more accurate than a novice, and a lot easier to control. Having your L1 "fresh meat" character fight just as fluidly as a L30 swordmaster, only doing a lot less damage, make no sense, and felt just as wrong to me as MW's "whiff" attacks without a decent animation to show what happened. There wouldn't be a need for a "hit or miss" die roll, because with the lower speed and accuracy, you'd ACTUALLY miss a moving, dodging opponent on plenty of occasions.

There really shouldn't be a huge difference in damage due to skill, like there was in OB, although "critical" results could increase as you gained better control of EXACTLY where you hit. After all, if you hit somebody over the head with a sledgehammer in reality, it really doesn't make much difference how "skilled" you are with that hammer; they're dead either way. The more skilled attacker will just have a better chance of doing so if the opponent is trying to prevent that.

Unfortunately, the attacks in OB were just a matter of punching a button and waiting for the animation to play. I always felt as if control was being taken away from me. As bad as they were, the attacks in Morrowind never gave me that "disconnected" feeling that I got in OB, as if I was somehow locked into "automatic" mode while the attack occurred. MW's attacks were direct, immediate upon button release, and variable in speed versus power by how long you held the button down. OB's attacks were either "standard" or "power", with nothing in between, and a long time to wait for the latter while you stood there.

Don't think for a moment that I want MW's system back "as is", but there were aspects to it that were lost when OB was made, and I really would like those back (minus the rest of the clunky baggage that came with them).
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Romy Welsch
 
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Post » Sat May 28, 2011 8:27 am

another thing i thought of was you had to actually block it using the mouse/ anolog stick.
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Valerie Marie
 
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Post » Sat May 28, 2011 3:17 am

The poll speaks volumes - I see no reason to stray from the tried-and-true "if you hit it, you hit it" philosophy of Oblivion.
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Cathrin Hummel
 
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Post » Sat May 28, 2011 1:37 am

Very pleased - and surprised - to see the Oblivion method way out in front.
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Amy Melissa
 
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Post » Sat May 28, 2011 12:50 am

I'd like to see it go even further. Where, if you hit someone, and your sword doesn't break their armor or shield, it clangs off instead of going through them. The only time you should see a weapon going through someone is when they die. For blunt, if it breaks through the shield, the wrist or arm breaks, if it goes through their armor, their chest, shoulder, leg, head, etc. gets either badly bruised or crushed.
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TRIsha FEnnesse
 
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Post » Sat May 28, 2011 6:39 am

You're supposed to be controlling the role of that character.
[...]

Yes, you're controlling the role of that character, but you still play the role of that character, and what you can do is determined by what the character you have created can do. You control the base and development of the character you play as. That's where stats come into it. They are the base representation of the character you have created and developed.
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Add Meeh
 
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Post » Fri May 27, 2011 11:48 pm

I voted for Oblivion style. However, if it was "chance to hit" I would expect dodge animations from the enemy. If I can see the attack missing it's not nearly as bad, but in Morrowind, the sword would slash straight through their head and nothing. (Fallout 3 actually had some morrowind elements in it's shooting, bullet's wouldn't always go where they were aimed, which is why I liked New Vegas's aiming better)
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Gracie Dugdale
 
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Post » Sat May 28, 2011 2:41 am

I'm going to give a longer, more reasoned response. I didn't want to - I've been up for nearly 24 hours already, and writing long essays about game design is generally a bad idea at that point - but I think it's necessary.

The whole idea of relying on stats for hits and misses is more or less perfect for ranged attacks. It's very, very easy to implement there. Skill affects spread, spread intrinsically determines hit-or-miss. Spread also automatically takes distance into account. This is something that works absolutely brilliantly when it's done right. You're relying on player skill, but also taking the stats into account in a way that's significant and still isn't jarring or strange - it makes sense to a player that their accuracy wouldn't be perfect, and it makes sense to a player that it would depend on their level of skill with the weapon they're using. Your player doesn't end up feeling "cheated" when the arrow veers a bit to the left because it's reasonable to expect that to happen in the first place.

The problem is that you can't apply stats and skills to melee combat in the same way, because this sort of reasonable, believable mixture of numbers and events doesn't happen. If you're using stats to roll dodges and misses and not animating them, that's going to have game-breakingly bad results. Morrowind did it, and it did have game-breakingly bad results. Morrowind's combat is almost universally considered to be terrible, and in a lot of cases where people didn't like that game the combat was the breaking point, whether they were fans of action games or RPGs beforehand. Why? Because Morrowind already relies on player skill when you hit someone, and then relies on dice rolls anyways, and handles them in a way that makes absolutely no sense to the player by showing the hit actually connect even when it doesn't count. This worked fine with Daggerfall and Arena - in those games it wasn't really possible to tell if your sword was hitting someone, so it could just play a sound to indicate hits or misses - but in Morrowind you're providing visual feedback indicating a hit and then ignoring that hit, with visual feedback being by far the most important kind you can provide to a player. I won't often say that something in a game is wrong, and it feels weird to say it, but Morrowind's combat is wrong. I don't know of any other way to put it. It's just wrong. The obvious answer seems to be "animate the misses and dodges" but... well, I've gone over that. It's hard to make a miss animation look natural at ranges that close and pretty well impossible to make them feel natural to a player who's had an enemy filling their screen with the aiming cursor dead center on their chest, and dodge animations break down when you start to enforce them on the player.

Of course, the obvious answer is "well, Bethesda's developers are paid to do this sort of thing so they can come up with a better solution". That'd be nice, but... well, Bethesda's employees are still human beings like you and me, and paid or not they're still limited by the bounds of their own creativity and experience. That's not to say that some of them aren't more qualified than most people to be working at something like this, but we're dealing with a problem that's been causing issues for an entire genre for well over a decade (and that's an understatement). Oblivion's approach is probably the best I've seen to the problem (conceptually, not actually - Oblivion's enemies had far too much health and there was no sense of scale between different challenges because of it - you'd hardly notice you weren't doing damage to something until you were already half-dead a lot of the time), but even then you're losing a massive amount of nuances and subtleties - combat turns into a system built entirely around brute force, with multiple combatants bashing each other senselessly without making even the slightest effort to avoid injury (since absolutely everything involved in the stats has to be distilled into a single number that represents nothing but damage done).

Is there a way to blend player and character skill together with this kind of combat? Maybe. I don't know. The only way I can think of that might work is actually having the skills tie into what characters can do in a more interesting way, so that even smaller blocks of advancement (say, five points) lead to significant improvements in their capabilities so that a character with a low level of skill would be limited to that stupid swinging and bashing while a character with a high level of skill would play almost like your standard action slash-em-up, turning a dozen enemies into a thick cloud of red mist within seconds and without effort. This doesn't represent the difference between a poorly-skilled character and a greatly-skilled one in realistic terms - your poorly-skilled character would be a competent swordsman by realistic standards - but in super-realistic ones - a competent swordsman by realistic standards has absolutely no chance against someone who can handle a sword in ways that are literally impossible in real life. Trouble with this being that... well, it's insanely difficult to actually develop, so much so that I'd say it's just about impossible to do in a game with the kind of scope. On top of having to develop everything else in the game (keeping in mind that there's more to them than just combat) and still maintain at least a rough balance between weapons, they'd have to design 10-20 abilities to give the player that actually progress from "meh" to "whoa" on the scale of awesome for each weapon skill, and keep both low-level play (that basic swordsmanship) and high-level play (that slash-em-up) entertaining. That's not in any way practical for them.

So in the end, the developers are more or less stuck having to choose between the player and the player character's stats for this sort of thing, and the unfortunate fact is that giving the player priority makes for a better game overall. Does it make for a better RPG? I don't know. I also don't care - I would rather this be an enjoyable game than that it be a slightly better RPG that plays like trash.

You have just won this topic. If there was a prize, you'd get it.
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NEGRO
 
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Post » Fri May 27, 2011 8:02 pm

I havent voted at all, i dont like polls that concern games which were about 8 years ago, they were using different and less advanced technology
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Andrew Tarango
 
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Post » Sat May 28, 2011 2:15 am

I vote always hit, and manual block, but I'd like to see parrying with weapons requiring a timed block, rather than a hold-right-click blocks everything approach. High parry skill can even disarm, or create attack openings.
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Julie Ann
 
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Post » Sat May 28, 2011 2:02 am

If somebody took a baseball bat and swung it at your head and you didn't dodge it what do you think would happen? if you said it'd crack my skull then you have your answer plain and simple.
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Melis Hristina
 
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Post » Sat May 28, 2011 1:09 am

You have just won this topic. If there was a prize, you'd get it.

Agreed. This has given me alot to think about...
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Darren
 
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Post » Fri May 27, 2011 8:58 pm

I havent voted at all, i dont like polls that concern games which were about 8 years ago, they were using different and less advanced technology

You're viewing it far too narrowly. "Oblivion-style" or "Morrowind-style" needn't mean "exactly as it was in Oblivion" or "exactly as it was in Morrowind". I voted Morrowind-style for the first one, but certainly don't want a return to Morrowind's combat system. Instead, I want an improvement on it that maintains the possibility that not all your attacks will hit, even if your aim as a player is good. But this is coming from someone who went into every FO3 combat system in VATS just to get the stat-based combat out of it.

For the second one I voted Oblivion-style, because I want the ability to manually attempt to block to be used as the base for the blocking system.


95% of Skyrim will be based on past Elder Scrolls games, so you better get used to things based off of Morrowind, Oblivion, and quite possibly Daggerfall and Arena too, as well as games outwith the TES series.
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SiLa
 
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Post » Fri May 27, 2011 7:14 pm

You're viewing it far too narrowly. "Oblivion-style" or "Morrowind-style" needn't mean "exactly as it was in Oblivion" or "exactly as it was in Morrowind". I voted Morrowind-style for the first one, but certainly don't want a return to Morrowind's combat system. Instead, I want an improvement on it that maintains the possibility that not all your attacks will hit, even if your aim as a player is good. But this is coming from someone who went into every FO3 combat system in VATS just to get the stat-based combat out of it.

For the second one I voted Oblivion-style, because I want the ability to manually attempt to block to be used as the base for the blocking system.


95% of Skyrim will be based on past Elder Scrolls games, so you better get used to things based off of Morrowind, Oblivion, and quite possibly Daggerfall and Arena too, as well as games outwith the TES series.


You have your point and i dont argue, i just hope the new game will be really new and nothing that resemples with the past
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Kelvin Diaz
 
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Post » Sat May 28, 2011 10:00 am

I'd much prefer a system which emphasises character skill over player skill, because it's an RPG. I believe my skill should determine which enemies to hit, whilst dice rolls determine if it's a hit, a miss, or a dodge - using appropriate animations. Block could either be done manually or through skill, both are Ok in my eyes.

As for combat itself, I'd much rather a Daggerfall style - the swing with your mouse determines the swing in-game. However, the game is on consoles now, so unfortunately this can't really happen (unless you use the anolog, but it would be quite difficult I think).
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Marlo Stanfield
 
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Post » Fri May 27, 2011 9:00 pm

I'd much prefer a system which emphasises character skill over player skill, because it's an RPG. I believe my skill should determine which enemies to hit, whilst dice rolls determine if it's a hit, a miss, or a dodge - using appropriate animations. Block could either be done manually or through skill, both are Ok in my eyes.

As for combat itself, I'd much rather a Daggerfall style - the swing with your mouse determines the swing in-game. However, the game is on consoles now, so unfortunately this can't really happen (unless you use the anolog, but it would be quite difficult I think).

nvm
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Oceavision
 
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Post » Sat May 28, 2011 3:38 am

I chose both Morrowind style. The chance to hit with each swing is based on two stats, your attack skill and your opponents dodge/block skill, the animation in the fight should reflect this.

If you miss, then the animation should be of your weapon swinging to the side of them and not hitting.
If you hit, but they dodge you should swing your weapon where they were while their dodge animation plays.
If you hit and they block then you should see your weapon hit their shield.

The reason people hated Morrowind combat was because you got almost no feedback. You didnt know if you hit or missed or what happened, leaving you swinging madly infront of the enemy.

I hate it when I swing my sword 20 times and hit an enemy 20 times only for them to be on half health. A swing from a sword should be devistating no matter what your skill, the skill is in making the sword make contact, and since an RPG like The Elder Scrolls bases its skill in the player stats and not in player controller abilities then the hit rate should depend on stats and not player skill.

The changes to Morrowind combat needs to be around player feedback. Show the player whats going on, what exactly is happening in combat needs to be shown so the player feels as though they know whats going on.
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^_^
 
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Post » Sat May 28, 2011 2:18 am

Why not just have the enemies who are better at fighting back and defending, depending on numbers to deal damage regardless of how many times your weapon makes contact is just stupid and doesn't fit with a first person game.
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Kate Norris
 
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Post » Sat May 28, 2011 7:02 am

Pure stat/skill based fighting kinda made it obsolete to do anything other than just stand in front of an enemy and hope you had the advantage... would like to have character movement abilites like roll dodge sidestep ect come into play also to make combat more intense.
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FirDaus LOVe farhana
 
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Post » Sat May 28, 2011 6:56 am

Yes, you're controlling the role of that character, but you still play the role of that character, and what you can do is determined by what the character you have created can do. You control the base and development of the character you play as. That's where stats come into it. They are the base representation of the character you have created and developed.


To me these stats should affect the limits of the character's abilities, and how well you can control them. If I tell my character to block, he should block. If I tell him to swing, and I'm standing within range and I SEE my sword slash the enemy, that's a hit. The only reason it was ever otherwise is because that was too complex back in the day. I mean, the first RPGs were entirely text based, not even pictures, or played on boards with figurines. We're in an age where we can simulate this stuff realistically and intensely, why hold back? Because it's "not an RPG"? I think we need to stop letting that hold us back. An RPG should be about having a character, improving them, playing through a rich story with them, and having as much control as possible, let video cards and processors be the limits of the rest.

Also, increasing a difficulty slider shouldn't arbitrarily make it so somehow you have less health and everyone else has more. How does that even make sense? It should affect things like the intelligence of the AI, the things you need to do to survive, the rarity/price of necessary things, how long it takes to improve, etc.
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Fam Mughal
 
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Post » Fri May 27, 2011 11:22 pm

Pure stat/skill based fighting kinda made it obsolete to do anything other than just stand in front of an enemy and hope you had the advantage... would like to have character movement abilites like roll dodge sidestep ect come into play also to make combat more intense.

Exactly it eliminates the need to strategize and use technique in the end it boils down two people standing there whacking away at each other to see whose numbers come out higher.EDIT: Also RPG is an acronym not a stereotype.
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James Wilson
 
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Post » Sat May 28, 2011 6:45 am

I chose both Morrowind style. The chance to hit with each swing is based on two stats, your attack skill and your opponents dodge/block skill, the animation in the fight should reflect this.

If you miss, then the animation should be of your weapon swinging to the side of them and not hitting.
If you hit, but they dodge you should swing your weapon where they were while their dodge animation plays.
If you hit and they block then you should see your weapon hit their shield.

The reason people hated Morrowind combat was because you got almost no feedback. You didnt know if you hit or missed or what happened, leaving you swinging madly infront of the enemy.

I hate it when I swing my sword 20 times and hit an enemy 20 times only for them to be on half health. A swing from a sword should be devistating no matter what your skill, the skill is in making the sword make contact, and since an RPG like The Elder Scrolls bases its skill in the player stats and not in player controller abilities then the hit rate should depend on stats and not player skill.

The changes to Morrowind combat needs to be around player feedback. Show the player whats going on, what exactly is happening in combat needs to be shown so the player feels as though they know whats going on.


Picturing this in my mind, I could totally get behind a system that works like this. Though I don't know how well it would actually play in a real-time kind of system. Turn based (Think VATS.) would work in this way beautifully, but I don't know how well such a combat system would be received in an Elder Scrolls title. There could be riots.

So if such a stat-based hit system, with plenty of visual feedback were somehow artfully executed in real-time, this could be a real winner.
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Danii Brown
 
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Post » Sat May 28, 2011 9:48 am

Picturing this in my mind, I could totally get behind a system that works like this. Though I don't know how well it would actually play in a real-time kind of system. Turn based (Think VATS.) would work in this way beautifully, but I don't know how well such a combat system would be received in an Elder Scrolls title. There could be riots.

So if such a stat-based hit system, with plenty of visual feedback were somehow artfully executed in real-time, this could be a real winner.


If it wasn't for moving while attacking, I would say that they could just, at the time of attack, trigger an animation based on whether the attack was dodged, blocked, glanced off armor, or hit, and the relative positions of the player and the enemy. Being locked into an attack animation might be a little harsh, though. I suppose people would adapt their tactics accordingly.
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Euan
 
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Post » Fri May 27, 2011 9:35 pm

Picturing this in my mind, I could totally get behind a system that works like this. Though I don't know how well it would actually play in a real-time kind of system. Turn based (Think VATS.) would work in this way beautifully, but I don't know how well such a combat system would be received in an Elder Scrolls title. There could be riots.

So if such a stat-based hit system, with plenty of visual feedback were somehow artfully executed in real-time, this could be a real winner.

Vats is horrible... autofight makes fighting unappealing.
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Mark Churchman
 
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