fatigue should play a bigger role

Post » Mon Mar 07, 2011 9:02 pm

Actually when you look at the majority of Lore surrounding mages - casting spells takes a lot out of them;

But being good at magic takes less out of them whilst not improving how well they run, so you need a seperate 'magicka' bar, or you could base it on destruction magicka stamina cost entirely on destruction skill for example.
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Emmi Coolahan
 
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Post » Mon Mar 07, 2011 6:47 pm

Morrowind's Fatigue was horrible I hope it's the same as Oblivion.
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jessica Villacis
 
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Post » Mon Mar 07, 2011 11:40 pm

Idiocy on the level of Morrowind's bows being held in the right hand.


You got something against us left-handed archers? IRL I hold a bow in the right hand. :tongue:

On-topic: I hated Morrowind's system (then again, I went from OB to MW), I thought that it was ridiculous how I could run 20 feet, and then be so tired that I couldn't even swing my weapon and hit them. It is if they wanted you to walk in that game, which is ridiculously slow in the first few levels.

I would like fatigue to play a higher role, but not something on the level of Morrowind.
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dav
 
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Post » Tue Mar 08, 2011 12:45 am

They're calling it stamina now? THANK GOD.
It always bothered me that they called it "fatigue", which by all logic should mean that having a HIGHER amount of fatigue should be WORSE for you. Duhrp. Idiocy on the level of Morrowind's bows being held in the right hand.



Wut? If you're left handed it's right, or if you are left eye dominant regardless of your hand it still makes sense. Don't be so closed-minded

Anyway, I never had an issue with the title "fatigue". If you do just think about it the opposite way: the full bar is at 0 fatigue and it moves from the right.
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Heather Kush
 
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Post » Mon Mar 07, 2011 7:25 pm

I like the idea of adding a Chi bar to complement stamina (or fatigue like they cal it) which is the fighter or spell caster level of concentration. A high chi bar improves attacks, criticals and doesn't use so much stamina. When a character isn't careful and takes too much damage his concentration level drops and he fights more wildly wasting more stamina. This helps a lot in creating unique character personalities.
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Elisabete Gaspar
 
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Post » Mon Mar 07, 2011 1:23 pm

I want to see two stamina bars: Arena/Daggerfall's and Morrowind/Oblivion's. Daggerfall's system was to look at your stamina for the whole day, and you had to rest when you ran out or you would collapse from exhaustion. Morrowind's was for short term combat stamina to determine how well you fight when you're panting hard and out of breath. Using both bars makes for a good system. The daily stamina bar should be able to be extended by some alchemical means, but never refilled by anything but sleep.
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Amy Masters
 
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Post » Mon Mar 07, 2011 8:45 pm

There is a very obvious reason stamina wont be important for mages. Right from the start they have to assume a certain level of magicka training. BUT and this is key.. they cant assume all the training you do.. They can only assume maybe 2/3rds of it... And that leaves maybe MAYBE 3-4 trainings in stamina over the entire 50 levels of the game..... But would that be stamina or health???

So the most obvious chice they would make is to assume a certain roiugh magicka level and nothing else.
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Ashley Tamen
 
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Post » Mon Mar 07, 2011 1:53 pm

My guess is that they will remove attributes and your max stamina will determine your carrying capacity.
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Crystal Clarke
 
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Post » Mon Mar 07, 2011 11:31 pm

Fatigue in Morrowind was almost perfect. Sure at lower levels it was a major influence on you, but your weak at lower levels and it should be. If I got my fatt butt off my chair and actually ran somewhere, I would not be swinging a sword very well. If ran each day for a month, then I would be better able to run and then fight.

I would like to see Fatigue recover even more slowly than it did in Morrowind. And, have it effect all things like it did including lock picks and crafting/alchemy.


I agree. It was almost perfect,stamina/fatigue like i said in my post should effect almost everything. Like in real life. If your weak or tierd it effects your performance be it mentally or physically. I would love to see the return of how important fatigue was in morrowind in skyrim,it should effect allsorts. I also agree it should recover slower too. If done right it could really make the game better in my opinion. I would even like it to effect spell casting like in morrowind. :)

Note: I would like beer and other alcholic drinks effect these things in skyrim too. :)
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Britta Gronkowski
 
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Post » Mon Mar 07, 2011 10:03 pm

I loved to actually manage to hit someone with my sword in oblivion. I was not a big fan of the fatigue system in MW, but if they only added it to hardcoe mode it would be fine.
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des lynam
 
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Post » Mon Mar 07, 2011 11:33 pm

I loved to actually manage to hit someone with my sword in oblivion. I was not a big fan of the fatigue system in MW, but if they only added it to hardcoe mode it would be fine.

It should effect everything we do in my opinion,from combat,spell casting,jumping running,you name it,it should efect it. Yes in oblivion and skyrim we control when we hit our enemy,but fatigue/stamina,especially when low should have an effect,maybe less damage,or slow your blocking down. It makes certain spells and potions more useful too,it's a far better balance,and adds to the importance of other spells,skills,potions etc. Each to their own,but i like a challenge. :)
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Kelli Wolfe
 
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Post » Mon Mar 07, 2011 5:07 pm

I'd like a Stamina system that as stated prior utilizes 2 Bars


one from Dagger fall, where you have a total amount of energy in a day or few days.

That would be Fatigue and would oversee your Stamina, or availible energy to work.

Fatigue would increase on excessive excertion of strenght I.E fighting, taking hits, casting spells well beyond your level or casting alot of spells with no breathing time in between. as well as lack of rest as in combination with what was mentioned prior, lack of sleeps, lack og fatigue reducing methods like resting at a Tavern, not even sleeping just sitting for a while and kicking back some ale, drinking water from a river or skin, restore fatigue concoctions( potions, herbs, food).

High Fatigue would reduce the total amount of immediate stamina you could use for a fight, or spell casting, it would reduce your accuracy and degrade attributes somewhat and generally effect almost every activity your character preforms.


Stamina show's up during Training, Combat, Spell casting, Logging, Smithing, or any significant excertion. stamina takes a while to restore, just a few breaths for the not too heavy stuff and can determine if your spells are casting successfully, and your swings have omph behind them
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Myles
 
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Post » Mon Mar 07, 2011 4:44 pm

I'd like a Stamina system that as stated prior utilizes 2 Bars


one from Dagger fall, where you have a total amount of energy in a day or few days.

That would be Fatigue and would oversee your Stamina, or availible energy to work.

Fatigue would increase on excessive excertion of strenght I.E fighting, taking hits, casting spells well beyond your level or casting alot of spells with no breathing time in between. as well as lack of rest as in combination with what was mentioned prior, lack of sleeps, lack og fatigue reducing methods like resting at a Tavern, not even sleeping just sitting for a while and kicking back some ale, drinking water from a river or skin, restore fatigue concoctions( potions, herbs, food).

High Fatigue would reduce the total amount of immediate stamina you could use for a fight, or spell casting, it would reduce your accuracy and degrade attributes somewhat and generally effect almost every activity your character preforms.


Stamina show's up during Training, Combat, Spell casting, Logging, Smithing, or any significant excertion. stamina takes a while to restore, just a few breaths for the not too heavy stuff and can determine if your spells are casting successfully, and your swings have omph behind them

:thumbsup: Yes, lets make stamina/fatigue really important again. This could also go hand in hand with the over encumbered thread,that too should really effect your fatigue. It will make spells and potions for this all the more important. It's just my view, it really needs to have a huge effect in the game. As does alcoholic drinks etc.
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Tamara Dost
 
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Post » Tue Mar 08, 2011 4:09 am

Why wouldn't stamina matter for mages?
Stamina isn't a stat, it's a resource. That's like saying health doesn't matter for stealth characters.
You might not want to put all your level up bonuses into stamina, but it should still be a consideration, just like health. Good character design isn't about putting everything into one stat, or creating a situation in which only one stat matters for a certain class. You should have to make intelligent decisions to build your character, not just throw it all in one bag.

Stamina should be as relevant to characters as health or magicka.
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marina
 
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Post » Mon Mar 07, 2011 3:28 pm

Its stamina this time and you can pick it to go up on level up.

Not everyone should need it frankly mages definetly shouldnt.

Why not? If a mage is tired, he won't be able to concentrate as well which equals not as good spell-casting
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Janette Segura
 
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Post » Mon Mar 07, 2011 5:43 pm

Why wouldn't stamina matter for mages?
Stamina isn't a stat, it's a resource. That's like saying health doesn't matter for stealth characters.
You might not want to put all your level up bonuses into stamina, but it should still be a consideration, just like health. Good character design isn't about putting everything into one stat, or creating a situation in which only one stat matters for a certain class. You should have to make intelligent decisions to build your character, not just throw it all in one bag.

Stamina should be as relevant to characters as health or magicka.

Maybe MW - style spell failure? Or just less damage/duration.

On the other hand, 'pure' warriors don't need magicka. That doesn't really seem that balanced.
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Marcia Renton
 
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Post » Mon Mar 07, 2011 3:43 pm

Maybe MW - style spell failure? Or just less damage/duration.

On the other hand, 'pure' warriors don't need magicka. That doesn't really seem that balanced.


In oblivion you had magic no matter what class you chose. I've never had a character that didn't have basic access to magic, even if they didn't excel at it. In Skyrim, with the lack of preestablished classes, I think this will be especially true, as no one will be predisposed to be especially poor at magic. I think that for a 'pure warrior' who wouldn't use magic in combat, they would still be sacrificing something by not adding anything to magicka. As they wouldn't have any backup healing, wouldn't be able to make use of regenerating magicka as efficiently, and thus would have to rely more on potions/scrolls which would come with the penalty of costing money and weight. This is a particularly heavy penalty in ES games as magic has so much utility outside combat, unlocking, water breathing, water walking, telekinesis, etc.

Even on my Morrowind combat character (heavy armor, longsword, etc) I have a basic healing spell and my magicka is a precious resource which I make very careful use of.
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Pants
 
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Post » Mon Mar 07, 2011 3:08 pm

In oblivion you had magic no matter what class you chose. I've never had a character that didn't have basic access to magic, even if they didn't excel at it. In Skyrim, with the lack of preestablished classes, I think this will be especially true, as no one will be predisposed to be especially poor at magic. I think that for a 'pure warrior' who wouldn't use magic in combat, they would still be sacrificing something by not adding anything to magicka. As they wouldn't have any backup healing, wouldn't be able to make use of regenerating magicka as efficiently, and thus would have to rely more on potions/scrolls which would come with the penalty of costing money and weight. This is a particularly heavy penalty in ES games as magic has so much utility outside combat, unlocking, water breathing, water walking, telekinesis, etc.

Even on my Morrowind combat character (heavy armor, longsword, etc) I have a basic healing spell and my magicka is a precious resource which I make very careful use of.



Your forgetting we start with a base magicka health and stamina right from the start.

Its very simple math from there. Needing to focus alot of the stat raises on magicka and the need to have a player choice thats large enough leaves just very little room for NEEDED stamina. Wanted.. maybe.. you might wish your mage could sprint farther or something.. but not need.
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tiffany Royal
 
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