fatigue should play a bigger role

Post » Mon Mar 07, 2011 10:57 am

I would like to see a morrowind-esque fatigue system, where it actually has quite an obvious effect on your abilities if you are low on it. Fatigue might as well not have existed in oblivion as far as I can remember. I guess this would be best implemented into a hardcoe mode, as I could imagine alot of oblivion fans not being happy if they have to constantly manage their fatigue bar (where as I actually find it quite fun - apart of the challenge if you will).

thoughts?
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!beef
 
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Post » Mon Mar 07, 2011 5:28 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.
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Katie Louise Ingram
 
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Post » Mon Mar 07, 2011 12:52 pm

I thought the fatigue system in Morrowind was a bit annoying. I hated running your fatigue down, and then suddenly being attacked by something (usually cliffracer). Especially at low levels this was horrible as you couldn't hit the damn thing (!) and when you did it was minimal damage. It might work now, if Skyrim keeps Oblivions fighting system (i.e. you can't miss) so it will only affect your damage done.

Either that or some completely new system just for the hell of it would be cool with me!
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Manuel rivera
 
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Post » Mon Mar 07, 2011 11:15 am

OB mods did it right imho. fatigue/stamina should be something you watch same as you would with health or mana. In vanilla OB, i never noticed the effect stamina had and never kept an eye on the yellow bar.
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Laurenn Doylee
 
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Post » Mon Mar 07, 2011 6:18 pm

I'd like to see a system where when our stamina reaches 0, we cannot perform actions like jumping, attacking or even casting spells. But when it is 1 we could do it, this would require a demon's souls type stamina system, where the stamina can reach negative values, which means it would have to be replenished from -40 to +1 for you to attack again, if you performed an attack that consumed a lot of stamina.
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Eileen Müller
 
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Post » Mon Mar 07, 2011 2:48 pm

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.

Anyways OP, I've heard that having a bow drawn will actively drain your stamina, so that's a step in the direction you desire.

Oh, and to the poster above me, it's always been possible to have negative fatigue. In Oblivion that was even useful for incapacitating NPCs you didn't want to (or couldn't) kill. Just reverse-pickpocket fatigue draining items onto them and eventually they collapse from exhaustion, never able to regain it.
Same thing in Morrowind. I have fond memories of getting in fist fights fresh off the boat that lasted hours because I would constantly run out of fatigue and drop to the floor while my opponent kept doing more and more damage to my fatigue.
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Siidney
 
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Post » Mon Mar 07, 2011 11:11 pm

I'd like to see a system where when our stamina reaches 0, we cannot perform actions like jumping, attacking or even casting spells. But when it is 1 we could do it, this would require a demon's souls type stamina system, where the stamina can reach negative values, which means it would have to be replenished from -40 to +1 for you to attack again, if you performed an attack that consumed a lot of stamina.

I would really like it, but I think many others don't. I suppose something like that should be optional.
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stevie trent
 
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Post » Tue Mar 08, 2011 12:06 am

I would really like it, but I think many others don't. I suppose something like that should be optional.

But that system already exists in TES.
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Jamie Moysey
 
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Post » Mon Mar 07, 2011 11:18 pm

Yes, fatigue was pretty much meaningless in Oblivion.
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Queen
 
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Post » Mon Mar 07, 2011 6:11 pm

trouble with morrowind was the only way to keep your fatigue at max was to walk everywhere (or constantly pop restore fatigue potions), which was incredibly slow. if you ranthen you'd run into a battle with someone fighting with their fists and get knocked out right away. This method wasn't any better than oblivion's method of having fatigue stay maxed out almost all the time. Perhaps a mix between the two would be better, hopefully the new stamina system will do that.
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Michelle Smith
 
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Post » Mon Mar 07, 2011 2:22 pm

Stamina should be split into two parts, represented on the same bar.

Stamina: All physical activity drains it, but very slowly. It also recharges very slowly. To get it up quickly you need to use potions/spells or rest/wait.

Exertion: Physical acts like melee combat and archery as well as sprinting, dodging, and blocking affect this greatly. It will decrease at a much faster rate, but also has a decent recharge speed. Upon the conclusion of your fight it will recharge only to the point where your stamina is.

How about a visual representation. + is light green (stamina), = is dark green (exertion), - is empty space (because for some reason it disappears after I post...?)

[++++++++++++++++] This is how it looks normally.
[++++++++++++-----] After you've been jogging through the forest for a few minutes.
[====++++++-------] During a fight.
[++++++++++-------] After that fight.
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Lucky Girl
 
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Post » Tue Mar 08, 2011 2:01 am

Empty fatigue should really have an impact. You should be able to behave defensively and conserve fatigue, while your opponent tires themself out.

Running should not restore fatigue, maybe no effect?
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A Dardzz
 
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Post » Tue Mar 08, 2011 1:32 am

Stamina should be split into two parts, represented on the same bar.

Stamina: All physical activity drains it, but very slowly. It also recharges very slowly. To get it up quickly you need to use potions/spells or rest/wait.

Exertion: Physical acts like melee combat and archery as well as sprinting, dodging, and blocking affect this greatly. It will decrease at a much faster rate, but also has a decent recharge speed. Upon the conclusion of your fight it will recharge only to the point where your stamina is.

How about a visual representation. + is light green (stamina), = is dark green (exertion), - is empty space (because for some reason it disappears after I post...?)

[++++++++++++++++] This is how it looks normally.
[++++++++++++-----] After you've been jogging through the forest for a few minutes.
[====++++++-------] During a fight.
[++++++++++-------] After that fight.

Sounds good to me; I'd like it.
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SexyPimpAss
 
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Post » Tue Mar 08, 2011 2:59 am

All these ideas sound like a great thing for an optional "hardcoe" mode (i.e, really fantastically annoying.)
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Juan Cerda
 
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Post » Mon Mar 07, 2011 7:23 pm

Fatigue actually mattered in Oblivion, not at the extent of Morrowind though, where it mattered in nearly everything...

I was always thinking during combat why do I do such small damage at my enemy, and then I realised that my Fatigue is around 0. Also, while you can run fatigued, it won't regenerate fatigue while you're running...
Stamina should be split into two parts, represented on the same bar.

That's... actually a good idea.
Eating, drinking, sleeping should restore stamina, and bad things could happen if exertion reaches the current stamina...
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Makenna Nomad
 
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Post » Mon Mar 07, 2011 4:51 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.


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

The system should work similar to Fight Night when how you are damaged more when stamina is low or your attach (arrow, sword or magic) powers are reduced when stamina is low. Last time I was tired I went to sleep - not sure about the rest of you. :snoring:
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Quick draw II
 
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Post » Tue Mar 08, 2011 1:05 am

I could actually do without the stamina/fatigue bar altogether, and just have two bars, one for health and magic.
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Lisa Robb
 
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Post » Tue Mar 08, 2011 12:49 am

yeah sounds good. hardcoe mode :thumbsup: so the girlie men don't get upset.
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Alan Cutler
 
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Post » Mon Mar 07, 2011 9:48 pm

I was always thinking during combat why do I do such small damage at my enemy, and then I realised that my Fatigue is around 0. Also, while you can run fatigued, it won't regenerate fatigue while you're running...



But at least it wouldn't decrease.... until you did the quests in Knights of the Nine in the wrong order, and had to go through several more quests with the "your fatigue regen is cursed" debuff. :sadvaultboy:

That was *really* annoying. And all the proof I need that I personally wouldn't want any of the more negative suggestions given in this thread. :)
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KiiSsez jdgaf Benzler
 
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Post » Mon Mar 07, 2011 1:24 pm

its should matter yes :)
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Hot
 
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Post » Mon Mar 07, 2011 10:02 pm

I would like to see a morrowind-esque fatigue system, where it actually has quite an obvious effect on your abilities if you are low on it. Fatigue might as well not have existed in oblivion as far as I can remember. I guess this would be best implemented into a hardcoe mode, as I could imagine alot of oblivion fans not being happy if they have to constantly manage their fatigue bar (where as I actually find it quite fun - apart of the challenge if you will).

thoughts?


Stamina/fatigue should play a bigger role in my opinion.Whether your fighting,casting spells,jumping,whatever.....it should have an effect,it makes the game more interesting in my view.
Stamina/fatigue should effect almost everything ,just like luck does. I'm a big fan of fatigue having an effect,it's more realistic,and it makes you think a little more. :)

Nice topic....i think Stamina/fatigue is important :thumbsup:
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Princess Johnson
 
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Post » Tue Mar 08, 2011 4:25 am

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

The system should work similar to Fight Night when how you are damaged more when stamina is low or your attach (arrow, sword or magic) powers are reduced when stamina is low. Last time I was tired I went to sleep - not sure about the rest of you. :snoring:



Its realy simple not everyone should need every stat. A warmage yes they might need stamina but a pure mage should never need to train it ever.
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Rebekah Rebekah Nicole
 
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Post » Mon Mar 07, 2011 9:36 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.
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Tessa Mullins
 
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Post » Mon Mar 07, 2011 3:41 pm

I would like to see a morrowind-esque fatigue system, where it actually has quite an obvious effect on your abilities if you are low on it. Fatigue might as well not have existed in oblivion as far as I can remember. I guess this would be best implemented into a hardcoe mode, as I could imagine alot of oblivion fans not being happy if they have to constantly manage their fatigue bar (where as I actually find it quite fun - apart of the challenge if you will).

thoughts?


The problem I had with morrowind's system is that you moved so damn slow you had to run all the time and drain your fatigue. Then when you ran into something you have to fight any you wouldn't be very effective. I imagine skyrim's system will have fatigue drain when you jump and sprint while not being affected while you walk or run.
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dell
 
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Post » Mon Mar 07, 2011 4:21 pm

I'd like to see again a Daggerfall-esque fatigue system instead.
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WYatt REed
 
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