Combat system, what do you expect?

Post » Sat May 28, 2011 9:13 am

Now that we know Elder Scrolls V Skyrim wil use a completely new engine. What do expect from the combat? Do you think they'l pull something ''innovative''?
Although both magic and melee are nice, I personally prefer melee because it feels more interactive and intense.

Now about what I personally expect...

I hope they improve the melee combat with extra abilities, like for example shield bash. Block the attack, then immediately after sucessfully blocking, perform a shield slam on the enemy, knocking it down on the ground for a few seconds, or maybe taking it out of balance. This way you basicly open up your enemies defenses for a opportunity to make a killing blow. Some sort of execute. It feels sooo brutal just thinking about it :flamethrower:


I expect to finally be able to dual wield, especially as an assassin type of character. In oblivion assassin felt very restrictive. All you could do is spam your dagger attack. What would be cool in Skyrim, is being able to dodge enemy attacks. Make sudden movements and/or sprints outrunning the opponent and making a surprise attack, by attacking from the neck. But when struck in combat, the assassin should definitely suffer the consequences. :shocking:

Finally, bow users should be able to aim with specific anatomic precision. Shoot in the legs and the enemies ability to run should be slightly impaired. But it should be very difficult to perform the attack and only the finest marksman should be able to execute this type of attacks. :disco:



Now I can''t wait to hear what you guys think. I can talk about combat all day long. :ahhh:
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Steph
 
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Post » Sat May 28, 2011 5:10 am

I'm expecting the same combat as in Oblivion.
That way I can't be disappointed and will be amazed if it is much better. :hubbahubba:
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Matt Terry
 
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Post » Sat May 28, 2011 5:39 am

Assassians creed spolied people when it comes to assassians, in reality an assassian wouldn't be getting in epic sword fights with 10 guards and winning through dodging and swordfighting. He would be running. Plain and simple. Once they lose the element of suprise for the most part they would just run.
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Chavala
 
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Post » Sat May 28, 2011 8:03 am

Assassians creed spolied people when it comes to assassians, in reality an assassian wouldn't be getting in epic sword fights with 10 guards and winning through dodging and swordfighting. He would be running. Plain and simple. Once they lose the element of suprise for the most part they would just run.

Well generally heavily equiped warriors rely more on shield blocks and parry. Assassins shouldn't be able to parry, wich was the case in oblivion. Assassins Creed is a completely different game though. You can escape a situation, whereas in Elder Scrolls an Assassin can't reliably escape a dangerous situation, so he must try face the enemy, but dodge him. Dodging shouldb't be overpowered however. It should definitely require great anticipation on the players part.

Some things should be hard to execute so that it cannot be spammed constantly. I can't give out idead how to balance things, thats what the devs do. But the idea of it definitely nice :)
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Chrissie Pillinger
 
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Post » Sat May 28, 2011 1:26 am

Well generally heavily equiped warriors rely more on shield blocks and parry. Assassins shouldn't be able to parry, wich was the case in oblivion. Assassins Creed is a completely different game though. You can escape a situation, whereas in Elder Scrolls an Assassin can't reliably escape a dangerous situation, so he must try face the enemy, but dodge him. Dodging shouldb't be overpowered however. It should definitely require great anticipation on the players part.

Some things should be hard to execute so that it cannot be spammed constantly. I can't give out idead how to balance things, thats what the devs do. But the idea of it definitely nice :)


Making better assassian's would come through revamping the stealth system, not the combat system. Make backstabs more deadly and make it easier for an assassian to slip back into the shadows and escape a fight.
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Stephanie Kemp
 
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Post » Fri May 27, 2011 11:51 pm

I would want the about the same combat mechanics as in oblivion but a revamp of the dammage system especially to make skill more meaningful so that an enchanted mace doesnt become a weapon of mass destruction in a swordman's hand
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Micah Judaeah
 
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Post » Sat May 28, 2011 9:03 am

I am usually an assassin oriented character, and would love that once you go out of site, into a shadow or behind a wwall, a guard will just run right by and not notice you if you are unnoticable.
this is my dream, really. Back stabbing and more assassin bonuses would be nice too.
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Anna Beattie
 
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Post » Sat May 28, 2011 9:46 am

Assassians creed spolied people when it comes to assassians, in reality an assassian wouldn't be getting in epic sword fights with 10 guards and winning through dodging and swordfighting. He would be running. Plain and simple. Once they lose the element of suprise for the most part they would just run.

This isn't reality. :) I want something similar to Dark Messiah.
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Flesh Tunnel
 
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Post » Sat May 28, 2011 7:42 am

I don't want an in-combat animation like dodging, that'd ruin it for me. (except for when you're knocked back of course)

But It'd be nice with some special combos, and a cripple-system like the one from Fallout would be nice!
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David Chambers
 
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Post » Sat May 28, 2011 12:16 am

This isn't reality. :) I want something similar to Dark Messiah.


Dark Messiah combat svcked.

Block, slash slash slash, Block, slash slash slash, *rinse and repeat until you do a lame fatality*

Or

*Spam kicks and slash to death*

The backstabs were good in Dark Messiah as well as the way the spells looked and were cast, but the spells lacked variety.
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noa zarfati
 
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Post » Sat May 28, 2011 9:52 am

I think Oblivion mixed in with a little Dark Messiah would be interesting. The environmental kills and the ability to actually knock opponents back were cool in DM, but it was heavily overused.
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Alycia Leann grace
 
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Post » Sat May 28, 2011 12:32 am

This isn't reality. :) I want something similar to Dark Messiah.

Dark Messiah combat system was really brutal. :gun:
I think especially with a new engine it shouldb't be difficult to pull it off for Bethesda guys.
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Kat Lehmann
 
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Post » Fri May 27, 2011 6:42 pm

Dark Messiah combat system was really brutal. :gun:
I think especially with a new engine it shouldb't be difficult to pull it off for Bethesda guys.

I think DM had some great ideas, but I believe Bethesda can do better. Look at the jump from Morrowind to Oblivion. We went from one basic baseball bat swing to a very diverse and responsive combat system. I personally believe the combat will only continue to improve and innovate from here. Who knows what they could do with this new engine they have been working on. I'm sure it's better than anything we have seen from Oblivion, Fallout 3, or Fallout: New Vegas.
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Kate Murrell
 
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Post » Sat May 28, 2011 6:25 am

I think DM had some great ideas, but I believe Bethesda can do better. Look at the jump from Morrowind to Oblivion. We went from one basic baseball bat swing to a very diverse and responsive combat system. I personally believe the combat will only continue to improve and innovate from here. Who knows what they could do with this new engine they have been working on. I'm sure it's better than anything we have seen from Oblivion, Fallout 3, or Fallout: New Vegas.

I recently read somewhere a select few of the press got a demonstration of the game, and apparently they were ''stunned''. So yeah my expectations are high especially since it'l be a newer engine. I have the feeling Elder Scrolls V Skyrim might very well be the best of this generations of games :)
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Jaki Birch
 
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Post » Sat May 28, 2011 8:04 am

Yep, apparently, Game Informer will have TESV Skyrim in their next issue in january 6th. I'm praying they have some details specifically about combat.
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Red Sauce
 
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Post » Fri May 27, 2011 9:03 pm

It is Skyrim.... 'loosely' based on the way of the Norse...

I expect BLOOD. Gallons of it (and limbs, decapitations, etc... All the good stuff that comes with it :chaos:).
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Aliish Sheldonn
 
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Post » Fri May 27, 2011 7:46 pm

I think we will see a much improved version of Oblivions. I think it will be less spamming your target and more aiming and blocking attacks etc.. I think we will have to think more in combat then we did before. I think the AI will be smarter instead of stronger.
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Stacy Hope
 
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Post » Sat May 28, 2011 1:37 am

I really don't mind as long as it 'feels' better than what Oblivions combat did.
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Nick Swan
 
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Post » Sat May 28, 2011 3:40 am

I'm expecting it to be a lot like Oblivion, would like to be surprised. Only problem I really had with Oblivions fighting was enemies could swing all over the place hit each other it'd do nothing, and likewise you could chop through like 4 people at once but the hit would only land on one.
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Alan Cutler
 
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Post » Fri May 27, 2011 11:17 pm

I'm expecting similar to Oblivion but with combos and perhaps things like disarm etc will be down the player making it happen rather than just a random perk.
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Miranda Taylor
 
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Post » Fri May 27, 2011 6:14 pm

I am hoping you will be able to perform attacks on specific body parts such as the enemies weapon hand and disarm them. Shield bashing would be a great addition, but i'm not hoping for a combo system...i don't wanna feel like i'm playing mortal kombat.
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Bones47
 
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Post » Sat May 28, 2011 2:33 am

I think they should make it far more tactical, and less action-y. If the combat in Oblivion was any more basic, it would be Deer Hunter.
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Heather M
 
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Post » Fri May 27, 2011 8:39 pm

Locational damage, dismemberment under the right situations. A good balance between player skill and character skill. I want to control if I hit or not, but the effectivnes of the hit should come down to the character skill vs the defencive skill of the oponent.
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D IV
 
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Post » Sat May 28, 2011 7:15 am

I think they should make it far more tactical, and less action-y. If the combat in Oblivion was any more basic, it would be Deer Hunter.

Having more melee moves on your combats arsenal would go a long way to make it more ''tactical''. But yeah I agree.
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Jade Barnes-Mackey
 
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Post » Sat May 28, 2011 6:45 am

alright, let's do this. i got two concepts.

concept one: stances. kind of like the Witcher, but first-person. also something along the lines of New Vegas's damage threshold.

you start off, you've got your basic combat stance. everybody's got this starting out - basic strikes, damage wholly dependant on your strength. this is pretty much Oblivion's combat - as you get better with a weapon you unlock more power attacks and can attack faster and harder.

now let's say your character is particularly agile and good with a short blade. this unlocks a new stance - he can do really fast strikes, but they're weak, but you can do a lot of them. coupled with some creative moving around in combat, all your annoying flea bites would add up into something that would hurt a lot, provided your target's unarmored.

now let's say your character's slower than a mule but stronger than an ox, and favors hammers and axes and two-handed blades. this unlocks a stance focused around heavy, powerful strikes that bash through shields and hurt like a [censored] but are really slow to recover from and leave you open for attacks from other combatants. it's useful against a single heavily-armored target, but if you're surrounded by dudes it wouldn't be the best thing to go with.

--

concept two: Oblivion's system, with the addition of a key feature - the ability to [censored] up an attack.

i posted this idea in a lot of New Vegas speculation threads as a way of balancing player and character skill, then reinterpreted it into a TES setting for some thread somewhere once.

let's say you've got a character who's absolutely horrible with a bow and arrow. this should be reflected in how you attack - you should barely be able to nock an arrow, your distance should be horrible and you should have a chance to fumble and drop the arrow, thus comically flubbing your attack and forcing you to either rethink your approach, or practice a bit with a bow and arrow.

let's say you've got a character who's absolutely horrible with a sword. you attack, you get a lucky strike in, you do some damage. you feel good. you attack again - and your opponent blocks. this staggers you, and since you're inexperienced and unfamiliar with the feeling, the pain going through your arm from this forces you to fumble drop your sword. you're unarmed until you manage to snatch up that sword, or you've got a backup weapon in reserve.

naturally, your stats and skill with weapons would eventually remove any negative side effects like this, as well as effect other similar stats in a realistic fashion - there are enough similarities between a sword and a hatchet that being able to take a blow with one would transfer over to being able to take a blow with another, even if you're not especially skilled with it.

--

i like player skill in games. i like being rewarded for not svcking as a player. i also, however, see and appreciate the importance of character skill in an RPG, and as a result i like thinking of ways to combine the two into systems that feel natural, interesting, challenging and fun.
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Matt Fletcher
 
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