Dangerous Combat + Health Auto-regenerate

Post » Thu Nov 25, 2010 12:57 pm

First of all, the health autoregenerate is just a joke, don't take it seriously.







That being said, I think doing without health potions keeps the combat fluent. Take the example of Assassin's Creed and Condemned. The combat in those games are quite dangerous, in that every time you take a hit you lose a lot of health. To avoid being hit, you must carefully place your blocks and attacks. So basically, there are a lot of blocks and few successful hits. I used to suggest this system but received the following criticism:

1. Combat becoming boring if the opponent keeps blocking your attacks.
2. Difficulty is too high because you die much easier.

But most agree that this combat mode is more fun than just take a sword and keep smashing trigger button. So how do we find a middle ground so that each successful hit means more and makes the player feel more successful, and yet doesn't drag the battle on forever, and with moderate difficulty?

This might be a bad idea, but I propose having a health auto-regenerate feature, like in call of duty. Every time you take a hit, your health goes down by a lot say 30%, but after a second it starts regenerate. Only when you are hit continuously for 4 times will you die (which in my opinion is not very common when I played oblivion). So you are forced to learn to block instead of just keep clicking mouse button for any battle.

In addition, there should be a feinting ability for the player. For example, when you click a mouse button to attack, if you press the button and release before the swing animation completes, your swing will be canceled, but the enemy has a probability to accidentally place a block. At this moment you can press the button and wait until the swing animation completes before releasing, creating a real swing attack (maybe a double click for power attack?), and then the enemy will miss the block timing and get hit.

However, health potion can still be used, maybe to speed up the regeneration speed for a period of time, in case you are surrounded by several enemies.

P.S. on a side note, when you played oblivion, do you remember clicking the attack button twice quickly within the same swing animation caused a second swing animation when you really didn't want it? I think it's somewhat annoying sometimes. but if you have to hold the button to complete a swing attack, then this issue can be eliminated.
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Marquis deVille
 
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Post » Thu Nov 25, 2010 10:13 pm

First of all, before being accused, I admit that I do play Call of Duty...

:sick:
I believe we should just stick to what works in the Elder Scrolls games.
We're already getting a major combat overhaul.
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Stace
 
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Post » Thu Nov 25, 2010 10:00 pm

:sick:
I believe we should just stick to what works in the Elder Scrolls games.
We're already getting a major combat overhaul.

well since they aren't telling us about the overhaul I'll just have to go with my imagination :)
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Emmie Cate
 
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Post » Thu Nov 25, 2010 5:59 pm

I'm fine with health potions. Nice try though
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Jordan Fletcher
 
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Post » Fri Nov 26, 2010 12:12 am

Nah. Not even in the same neighborhood as realistic. This idea would probably have to pay 20 bucks a minute just to make a long distance call to realistic.

Not that realism is the only important factor, this is just... dumb. It works well in action games, but it isn't a good idea for an open world RPG.
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Beulah Bell
 
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Post » Thu Nov 25, 2010 1:05 pm

http://nooooooooooooooo.com/

Regenerating health, yech...I don't know if that would really work within the context of an RPG - especially considering how prominent things such as alchemy and magic are in the game. TES is all about your character, their survival and development over time, I'd rather keep that sense of vulnerability and wonderment wherever I go. No need for some godlike metabolism.
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KU Fint
 
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Post » Thu Nov 25, 2010 3:15 pm

No. Sorry.
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Laura Ellaby
 
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Post » Thu Nov 25, 2010 7:52 pm

Health potions are a must in any rpg but i do believe there should be a action dictating the use of the potion- and to a further extent, whether or not the potion will work becasue of enviromental factors. Namely being eaten alive by wereboars kinda thing.
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Ana
 
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Post » Fri Nov 26, 2010 12:17 am

Health potions are a must in any rpg but i do believe there should be a action dictating the use of the potion- and to a further extent, whether or not the potion will work becasue of enviromental factors. Namely being eaten alive by wereboars kinda thing.


Are you suggesting a potion drinking minigame? :thumbsdown:
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Nancy RIP
 
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Post » Thu Nov 25, 2010 5:40 pm

I think health should regenerate a small degree, basically enough to mean you won't get one-hit killed unless unlucky or vastly underpowered/equipped compared to the enemy. Say, regen to like 20% any further and you need potions in combat and food/potions/rest outside of it.

I'm just hoping hitting someone in the head with an arrow does more damage than hitting them in the arm. :S
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Daramis McGee
 
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Post » Thu Nov 25, 2010 2:00 pm

Health Re-gen, huh? Why not add cover mechanics and laser sights to bows aswell?

*sigh* Stop it. No.
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Assumptah George
 
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Post » Thu Nov 25, 2010 7:00 pm

updated.
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Isabel Ruiz
 
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Post » Thu Nov 25, 2010 1:26 pm

So, you want regen health because you want to keep the action flowing?

Well, that's just the thing. Skyrim isn't an action game. It's an RPG. Sure it has action in it, but it doesn't revolve around it.

You want a pure action game, go back to CoD, or wait for the awesomeness that is Duke Nukem Forever.

Besides, we already have one CoD feature now in Skyrim (according to that French magazine, you can hold your breath while aiming with the bow if you press down the left stick). And I don't think any of us want more.
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bonita mathews
 
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Post » Thu Nov 25, 2010 7:43 pm

Now he's claiming it was a joke. Pfft.
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Vicki Gunn
 
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Post » Thu Nov 25, 2010 6:31 pm

Now he's claiming it was a joke. Pfft.

so I'm not allowed to change my mind?
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Kat Ives
 
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Post » Thu Nov 25, 2010 3:33 pm

so I'm not allowed to change my mind?

I don't think that's how it works.....
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Adam Porter
 
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Post » Fri Nov 26, 2010 12:58 am

Now he's claiming it was a joke. Pfft.


Hah, oh lawdy.

Kid, challenge, trial and error, is what makes an RPG a good game. Games should be hardcoe, they should be challenging, there is no better feeling than managing to defeat that boss after countless tries and get nicely rewarded and progress further in game.
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Marcia Renton
 
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Post » Thu Nov 25, 2010 7:04 pm

so I'm not allowed to change my mind?


It wasn't originally intended as a joke, so you're not changing your mind, you're trying to alter the past. YOU CAN'T ESCAPE YOUR PAST. Anyway, this is like the twelfth silly thread I've seen you make. Stop giving Bethesda bad ideas.
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Heather M
 
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Post » Fri Nov 26, 2010 4:41 am

Health regenerating is great for my shooters. For my melee oriented RPGs it just wouldent feel right to me. Im down for quick deaths for me and my enemy if either one of us is careless and miss one too many blocks(for some enemies that would be missing one block and im dead) If the game had quick deaths like that it would either A force you to properly block and use your brain in battle and or B really give a purpose to defensive spells. It would also mean getting a better shield would be importent since having a crappy wooden shield against a big strong monster shouldent work well, if he hits it your block should break and your stamina should take a big chunk as well as doing some damage. I think it would be cool if you have a wooden shield and it gets hit by say a fire spell it should start burning be gone. Wood shields would be very abundant but you would want to get something better to avoid your shield burning up. What they would be good for though is if your fighting someone with a sword and if you block well it would give them a longer recoil since their weapon doesent just bounce off like it would a metal shield.


EDIT: the only health regen I would be ok with seeing is if its an enchantment on something, and even then it shouldent be too strong and would be more for when your inbetween fights so you take a break to let it go up since your out of health potions. But only that.
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Sarah MacLeod
 
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Post » Fri Nov 26, 2010 2:08 am

Health regenerating is great for my shooters. For my melee oriented RPGs it just wouldent feel right to me. Im down for quick deaths for me and my enemy if either one of us is careless and miss one too many blocks(for some enemies that would be missing one block and im dead) If the game had quick deaths like that it would either A force you to properly block and use your brain in battle and or B really give a purpose to defensive spells. It would also mean getting a better shield would be importent since having a crappy wooden shield against a big strong monster shouldent work well, if he hits it your block should break and your stamina should take a big chunk as well as doing some damage. I think it would be cool if you have a wooden shield and it gets hit by say a fire spell it should start burning be gone. Wood shields would be very abundant but you would want to get something better to avoid your shield burning up. What they would be good for though is if your fighting someone with a sword and if you block well it would give them a longer recoil since their weapon doesent just bounce off like it would a metal shield.

sir you are the only person who read my thread rather than just the title. sigh.
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Ana
 
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Post » Fri Nov 26, 2010 1:30 am

LMAO Call of Duty: Skryim, das hast du gut gemacht. Epic. On a sidenote, I think combat should be rather improved by adding the possibility of knocking your opponent unconscious. And bleeding should decrease your health over time. Unless you suffered a small wound or injuy that can heal on its own. So I don't really know what to think of your system as a conclusion.

What the -? I got ninja'd like twenty times or so while typing. :stare:
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Lizzie
 
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Post » Thu Nov 25, 2010 3:52 pm

Deutschland, play Demon Souls.

That is how every single game should be, hard as hell yet fun and enjoyable. The less help you get from the game, the better. I love how Bethesda is making the combat much more challenging but incredibly fun, tweaks like reducing the run backwards speed, not allowing you to cast spells when dual-wielding two weapons or using a shield and weapon.
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Eddie Howe
 
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Post » Fri Nov 26, 2010 3:56 am

sir you are the only person who read my thread rather than just the title. sigh.


All he's saying is that he doesn't want regenerating health, I wouldn't be so sure...
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Penny Wills
 
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Post » Thu Nov 25, 2010 5:27 pm

All he's saying is that he doesn't want regenerating health, I wouldn't be so sure...

even though my original point was silly, but there's no point flaming me for that. I'm just exploring possibilities. By making a suggestion doesn't automatically add the suggested feature in Skyrim, right?
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Nitol Ahmed
 
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Post » Thu Nov 25, 2010 3:08 pm

even though my original point was silly, but there's no point flaming me for that. I'm just exploring possibilities. By making a suggestion doesn't automatically add the suggested feature in Skyrim, right?


Careful with what you wish. And curiosity killed the cat.

Some possibilities are clearly not going to be accepted by the community, some are just stupid, some would never work, some are unrealistic, some doesn't fit. Think what might be the reception before making threads suggesting things, it should save you from an embarassemant.
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JAY
 
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