Daggerfall style fatigue

Post » Sat Feb 05, 2011 3:30 am

T'was the only style that really made sense. It depleted slowly throughout the day, and only regenerated when you slept. Can we please have this back :sadvaultboy:


It was amazing for Daggerfall but it won't fit in this generation of TES games.
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james reed
 
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Post » Sat Feb 05, 2011 7:55 am

It was amazing for Daggerfall but it won't fit in this generation of TES games gamers.

Fixed.

I could totally see it working in today's TES games (in fact, now that I got the idea, I'm going to see if there's any Morrowind and Oblivion mods that do just this), but people would complain that they have to rest all the time.

EDIT: And if health is any indication, simply Waiting an hour would restore you to tip-top shape no matter how bad off you were.
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Marta Wolko
 
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Post » Sat Feb 05, 2011 1:13 am

The problem is the TES games use Fatigue to measure both "winded" and "Nonlethal damage."

You'd be surprised at how little the mild discomfort of running for a few minutes at a time is brushed aside when you're life's in danger. You can run even longer if you're conditioned to do so (Human's first hunting technique: Run down faster animals by running longer. Humans are built with legendary stamina. Many of us are just too lazy to use it anymore)

As someone who's been in through several periods of intense physical activity, I can attest there's a point that the fatigue and discomfort just vanish, and the body's able to engage in high-performance activity for hours. It's just really, really uncomfortable to get into if you're not used to it.




Yeah and "Runner high" Is the term i think your looking for.
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Loane
 
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Post » Sat Feb 05, 2011 2:09 pm

Fixed.

I could totally see it working in today's TES games (in fact, now that I got the idea, I'm going to see if there's any Morrowind and Oblivion mods that do just this), but people would complain that they have to rest all the time.

EDIT: And if health is any indication, simply Waiting an hour would restore you to tip-top shape no matter how bad off you were.
They might complain and all, but Daggerfall's system wasn't bothersome and it made an absurd amount of sense. In Morrowind and Oblivion, there was never a need to sleep ever, and there was even a huge incentive not to in Oblivion. I think it's most likely that people who want a role playing game would go for Daggerfall's method on this issue, but the fans of the series aren't trending that way these days.
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Tamika Jett
 
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Post » Sat Feb 05, 2011 2:27 am

Fixed.

I couldn't see it working in today's TES games but people would complain that it's not like Morrowind.


Fixed.
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Betsy Humpledink
 
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Post » Sat Feb 05, 2011 1:29 pm

Fixed.


Was the green bar in Oblivion Fatigue? I thought it was the fun-meter. It always filled back up when I stopped playing to go do something else. Ay-ooooooooo
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Jerry Jr. Ortiz
 
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Post » Sat Feb 05, 2011 3:01 am

1. Yeah we do.

2. And nobody's saying combat shouldn't fatigue you. We're saying it shouldn't fatigue you in such a trivial manner. In Morrowind and Oblivion, Fatigue bounced all over the place way too fast. (3, 4) The game should require resting to recover fatigue. (If just standing or walking makes you feel better, you're not really fatigued, just winded).

  • Wolves + Huskies, Camels, Pronghorn and Ostriches can all run faster marathons than humans. Animals that have specialised for sprints would overheat.
  • Just saying that fatigue should be an important gameplay mechanic during combat, I've always ignored it in previous games. I would like to see it being useful going against a heavily armored opponent for example.
  • I'm not really intersted in waiting to recover fatigue, standing still does the same job but without the extra menu.
  • Lack of sleep could gradually reduce your maximum fatigue capacity.

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Carolyne Bolt
 
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Post » Sat Feb 05, 2011 1:45 am

No. I like my games to be fun, and this only sounds tedious.
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Mashystar
 
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Post » Sat Feb 05, 2011 3:25 pm

Yes i love DAGGERFALL's fatigue and hunger system. Did the job buetifully without ever getting in the way of fun and was very elegant in its simplicity. Having to sleep due to fatigue was fantastic because they felt intertwined unlike in other games or mods where sleep and fatigue seem to be two different entities. Alot of skills had that crossover effect of complimenting each other in DAGGERFALL.
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Amanda Leis
 
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Post » Sat Feb 05, 2011 8:06 am

If they include stat management like food, drink and sleep, I'd like to see your stamina drain over the day till you slept but it will probably just be done with modifiers, which is just as fine so if you've been up 24 hours every action takes double the time to recover from, things like hot food and sleep will remove modifiers but maybe some drink/drugs may only give you a temporys boot then a come down like coffee or alcohol. Injures could also modify your stamina causing you to use double stamina for an action as you wince in pain.
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Lyd
 
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Post » Sat Feb 05, 2011 2:12 am

If they include stat management like food, drink and sleep, I'd like to see your stamina drain over the day till you slept but it will probably just be done with modifiers, which is just as fine so if you've been up 24 hours every action takes double the time to recover from, things like hot food and sleep will remove modifiers but maybe some drink/drugs may only give you a temporys boot then a come down like coffee or alcohol. Injures could also modify your stamina causing you to use double stamina for an action as you wince in pain.



Maybe there could be some Nord rage activated in combat which delays the effects of fatigue and actually boosts ones energy level which last even after combat so instead of getting totally tired by 8pm in the evening they'll last an hour or so longer without passing out from exhaustion.
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DeeD
 
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Post » Sat Feb 05, 2011 11:44 am

Well, bring back the ability to rest in the wild then. Perhaps sleeping bags could be implemented.

Remove the extremely motivated wolves so we can hit "T" and actually get a menu up.
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ashleigh bryden
 
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Post » Sat Feb 05, 2011 9:10 am

The problem is the TES games use Fatigue to measure both "winded" and "Nonlethal damage."

You'd be surprised at how little the mild discomfort of running for a few minutes at a time is brushed aside when you're life's in danger. You can run even longer if you're conditioned to do so (Human's first hunting technique: Run down faster animals by running longer. Humans are built with legendary stamina. Many of us are just too lazy to use it anymore)

As someone who's been in through several periods of intense physical activity, I can attest there's a point that the fatigue and discomfort just vanish, and the body's able to engage in high-performance activity for hours. It's just really, really uncomfortable to get into if you're not used to it.

True, but as any sports player here will attest to: You perform worse as your energy runs out. In lacrosse, I can keep sprinting and running after I feel like my breathe has run out, but I'm also more likely to miss a pass, or screw up my shot. Mentally, I've gotten nothing left. Same logic applied to combat. It's harder to block at the right moment, or concentrate on magic (Which I'm assuming takes quite a bit of focus) when your mind isn't in it anymore.
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saxon
 
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Post » Sat Feb 05, 2011 8:30 am

I've actually read that the only animals that can out distance a human are wolves and horses. The fact that we can run marathons (26+ miles) is actually fairly unique in the animal world.

On the other hand, the most exhausted I ever get is wrestling. Something about having to use your abs, back, shoulders and arms to counter the weight and strength of another person drains you the way running doesn't. Watch the New York Marathon, then watch MMA. The runners go for hours; most bouts longer than 3 rounds have periods where both fighters are too exhausted to continue, punches come slowly and sluggishly.

http://www.popularmechanics.com/outdoors/sports/physics/animal-kingdom-top-marathon-runners-pronghorn-antelope#fbIndex1

This shows the top distance runners in the world, Humans are #5 and can beat a horse in a race, esp on a hot day.

Ostrichs and Pronghorn Antelopes are tied for #1, being able to complete a marathon in 45 mins, over 1 hour and 15 mins shorter than the fastest human.

Also oddly enough(though not so odd, once I read why) the camel is a top distance runner.

And I like the way stamina was handle in OB, just make the consequences of having none be a little worse and it would be great.
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sara OMAR
 
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Post » Sat Feb 05, 2011 3:31 pm

Forget the fact you are the Dragonborn, you are an adventurer in a low technology society, with a whole school of magic devoted to ( the clue is in the name ) restoration. How does a mechanic that makes you exhausted just from standing around for eight hours make any sense?
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Marcia Renton
 
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Post » Sat Feb 05, 2011 10:53 am

Forget the fact you are the Dragonborn, you are an adventurer in a low technology society, with a whole school of magic devoted to ( the clue is in the name ) restoration. How does a mechanic that makes you exhausted just from standing around for eight hours make any sense?

And restoration can restore stamina. But, just standing around does get tired.

I'm not even saying you have to "Sleep" to get stamina back. I define resting as Oblivon defined "Waiting". It can be done anywhere, by either leaning against a dungeon wall, or sitting down wherever's convenient. But, it shouldn't be done passively in combat, unlike in Oblivion or Morrowind. (That's not to say you shouldn't be able to get a brief respite when being pursued by going into a non-menu "Rest mode" such as sitting)

On that note, there should be a simple button to let you sit down/recline anywhere to recover stamina in real time without using a "Wait X Hours" menu.

There should be consequences for low fatigue (Unlike in Daggerfall), but it should take a lot more effort to go into Low-Fatigue mode, with the Fatigue/Performance ratio being inverse-exponential instead of linear so there's hardly any difference until you start over-exerting yourself. And when you go down at 0 Stamina, it should force you into the aforementioned "Real-time Rest mode", but not get out of it until you recover most of your stamina again. (Due to the quirky nature of potion consumption in The Elder Scrolls, you can still drink Restore Fatigue potions when unconscious in this manner)
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Avril Louise
 
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Post » Sat Feb 05, 2011 5:02 pm

T'was the only style that really made sense. It depleted slowly throughout the day, and only regenerated when you slept. Can we please have this back :sadvaultboy:


Add the ability to restore some of it via eating and ALL of it during long, restful sleep and I'm there. ;)
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Rhysa Hughes
 
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Post » Sat Feb 05, 2011 2:42 pm

Actually, most of the mechanics in Daggerfall made sense - they should just use all rules and mechanics and skills from Daggerfall in Skyrim.



T'was the only style that really made sense. It depleted slowly throughout the day, and only regenerated when you slept. Can we please have this back :sadvaultboy:

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Cagla Cali
 
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Post » Sat Feb 05, 2011 9:35 am

This doesn't sound like a bad idea, but if they do sth like that they should make it easier to rest anywhere, and not require a bed to do so. In Oblivion I had a Basic Needs mod installed which required you to eat and sleep, but I turned it off whenever I enetred Oblivion because there were no beds to sleep in there! And it should be possible to replenish your fatigue by drinking potions (doping keeps you going even when you're tired :wink_smile: ).
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kirsty williams
 
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Post » Sat Feb 05, 2011 3:47 pm

Again the three bar split system would work wonders for "the green bar" (as for every other bar, including weapon condition):
* Left/Black permanent damage : Your fatigue penalty that grows towards the right without rest and nutrition. Critical damage and diseases would also affect it. It would also add so that remaining fatigue is never more than your health. Just try doing pushups when you have the flu, how would it be with crippled arms?
* Right/Grey temporary damage : The temporary effects of fatigue loss grows towards the left. You run and it increases, you sprint and it increases faster. This one contracts again (regenerates) automatically though, at a fairly fast pace. A couple of seconds and you're fit to fight again.
* Middle/Green remaining stamina : This is the indication on how much your current stamina pool is. If the black and grey parts touch, your green part reaches zero and you pass out from exhaustion.

It would work the same way for health and magicka. Left/Black represents permanent damage to the stat (critical damages, illnesses, stunted magicka, reduced magicka pool due lack of rest) and right/grey represent temporary damage to the stat (temporary pain can be healed for a limited time as explained above, and the regenerative qualities of magicka is reduced to be more playable).
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Marie Maillos
 
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Post » Sat Feb 05, 2011 5:42 am

Yes it's a cool way but not in Skyrim. In Skyrim you can sprint and they use fatigue (now called stamina :sadvaultboy: ) so you can sprint, the players stamina goes down fast while he sprints so a fatigue like this would not work in Skyrim.
I certianly hope they do this for one of their future games again though. Fatigue never was quite my issue in Oblivion, more in Morrowind.
Since i'm probably never going to get Daggerfall because I can't get it to work. (UESP download) I would love to have some classic Daggerfall elements in their future games.
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Kim Bradley
 
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