"We have slowed down the speed of battle to make it more

Post » Tue Mar 29, 2011 11:12 pm

I never said previous TES games didn't have the mindless slashing. And IMO, all you had to to in OB was run back and forwards and spam the melee button. Now, it wouldn't have been so bad if it didn't take 100 hits to kill an opponent, although this problem is just as much to blame on the leveling system.

But I can agree with you on Skyrim's combat. It sounds everything but bland and boring. Looking forward to it :wink_smile:


Yeah, the 100 hits was annoying. However, I was always a fan of milking the acrobatics rolling instead of running back and forth confusing the pathing of the enemy hehe. But as we know now, we can't do that anymore so that's fixed.

I just don't remember reading anywhere that they wanted to slow down the fights as they have been talking about making the game more brutal and visceral which would imply it being fast and devastating feeling (which a few articles talked about how it really did feel brutal, when you hit somebody it actually looked like you hit someone.)
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Amy Cooper
 
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Post » Tue Mar 29, 2011 8:55 pm

What I would like to see, and some comments from Todd have given me hope, is that TES takes a page out of M&B. Sure, an awful game in terms of everything outside of combat, but it nailed the basics of what first-person sword and shield combat should feel and look like.

Mind your blasphemous tongue, knave. M&B's an awesome game in most respects, and the greater game as a whole is fantastic fun, especially modded.
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Alba Casas
 
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Post » Wed Mar 30, 2011 10:36 am

I never had an unleveled enemy take more than ten hits, but the point isn't about if its realistic or not, its just how the stats make the game play interesting. besides, even if they made enemies die after 2 or 3 hits, it would be extremely unbalanced and the game would be a cake walk, unless they applied it to you, then you would just die way more than before.
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SWagg KId
 
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Post » Wed Mar 30, 2011 4:21 am

I'd like to see some skill involved in the shieldwork - not just holding it up and somehow being able to block every attack that comes your way. Real life enemies would just swing around it.
Obviously it might be difficult to make it so you have to block a certain direction (controls-wise) so maybe timing could come into play. Or would that just be over complicating the matter?

Timed blocking has been confirmed.

You can kill stuff in 2 or 3 hits, take more than 2 or 3 hits, and still have the game balanced. Just have us fight more enemies at once. Which seems to be what they did with the Draugr. Keeps the game challenging, still makes you feel like an epic hero if that's what you want to be.
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no_excuse
 
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Post » Wed Mar 30, 2011 12:32 am

I wish that the arrows would go faster in Skyrim. They went soo slow in Oblivion

Your in luck, you will get your wish but you will get fewer arrows to work with and the time it takes to nock and draw the bow will be longer. I hope on top of that we will not be able to perma nock a bow and once you run out of stamina you are forced to denock your arrow.
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Cool Man Sam
 
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Post » Wed Mar 30, 2011 1:13 pm

I'm glad for this. In Morrowind, once your weapon skill was high enough you could just jump around and mash the attack key until your enemy was felled. Oblivion tried to give combat a more "weighted" feel, but with the horrific level scaling and excessive blocking it just made things feel even more drawn out. I think Skyrim will try to mix the two, slowing the pace but simultaneously making every maneuver far more important.
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Rachael
 
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Post » Tue Mar 29, 2011 10:08 pm

What i really loved seeing in the trailer were the Draugrs slowly surrounding the player, about 5 at a time. It puts you in a thinking position where you must be decisive about how you proceed with combat, instead of just "brainless button smashing", like Dovahkiin said. Also, oblivion's combat was very much lik ebeating someone wit ha baseball bat. None of the weapons were really .... swords or axes ect. I think by working on the aesthetics of the impact of the weapon, and slowing the fighting down a bit (and making it fluent), you should be able to get a really good taste of the weapons and how they differ form eachother.
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Connie Thomas
 
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Post » Wed Mar 30, 2011 2:41 am

Timed blocking has been confirmed.

These are the things I look forward to. This means that you can win over an enemy with a higher level than you, with some skill.
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Hannah Whitlock
 
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Post » Tue Mar 29, 2011 11:15 pm

These are the things I look forward to. This means that you can win over an enemy with a higher level than you, with some skill.

At least if a well-timed block negates all damage, and the Block skill simply slows the rate of decay rather than determines the maximum reduction.

Then I might not dual-wield!
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Killah Bee
 
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Post » Wed Mar 30, 2011 1:55 am

I'm all for a slowing down the combat.

Oblivion was a bit too much of a swiping slash battle. I'd like a more mythodical pace to start of and the fight to build momentum. When they are near dead, then you get go for a flurry of strikes.
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chinadoll
 
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Post » Tue Mar 29, 2011 11:43 pm

I'd like to see some skill involved in the shieldwork - not just holding it up and somehow being able to block every attack that comes your way. Real life enemies would just swing around it.
Obviously it might be difficult to make it so you have to block a certain direction (controls-wise) so maybe timing could come into play. Or would that just be over complicating the matter?


how is that not exactly how a shield works. if your holding up your shield and an enemy swings at it, your shield deflects it. in a realistic fight an enemy would aim for an area where the sheild was not protecting but we could not specifcily aim for body parts in OB. I'd be P'd off if my shield was directly blocking an attack but it gets through the shield magically because I was holding the sheild up for more than just the time period in which the enemy swung at me.
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FLYBOYLEAK
 
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Post » Wed Mar 30, 2011 6:44 am

At least if a well-timed block negates all damage, and the Block skill simply slows the rate of decay rather than determines the maximum reduction.

Then I might not dual-wield!

Let us hope it is so. One can see that the "hero" in the trailer raises the shield when the dragon attacks from the sky.
If the shield lets through damage in that situation, should he not die then?
Obviously, they make it so it looks as cool as possible, but we can always hope.
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Agnieszka Bak
 
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Post » Wed Mar 30, 2011 12:02 pm

how is that not exactly how a shield works. if your holding up your shield and an enemy swings at it, your shield deflects it. in a realistic fight an enemy would aim for an area where the sheild was not protecting but we could not specifcily aim for body parts in OB. I'd be P'd off if my shield was directly blocking an attack but it gets through the shield magically because I was holding the sheild up for more than just the time period in which the enemy swung at me.

If the enemy attacks after you've had your shield up for three hours, taking increased damage would simulate the enemy attacking "around" it, but without having to make a dozen new attack animations for all the different body parts they could be "aiming" at.

If shields had a certain size that was factored in as well, that'd be great. Then we could have multiple kinds of shields, from bucklers to tower shields. For simplicity, lighter shields would be raised or dropped faster, but damage reduction decays faster as well.
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natalie mccormick
 
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Post » Wed Mar 30, 2011 1:00 pm

If the enemy attacks after you've had your shield up for three hours, taking increased damage would simulate the enemy attacking "around" it, but without having to make a dozen new attack animations for all the different body parts they could be "aiming" at.

If shields had a certain size that was factored in as well, that'd be great. Then we could have multiple kinds of shields, from bucklers to tower shields. For simplicity, lighter shields would be raised or dropped faster, but damage reduction decays faster as well.


imo the better way to simulate aiming around a shield would be to reduce the value of every deflection if you never let go of the blocking button/trigger that way it would essentially have people being less purely defensive, but I never really did any of that unless I was trying to get my blocking skill up.
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Maddy Paul
 
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Post » Tue Mar 29, 2011 10:42 pm

Timed blocking has been confirmed.


We'll obviously have to see how it goes, but... not really looking forward to this. :sadvaultboy:
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Mizz.Jayy
 
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