Hit boxes?

Post » Fri May 27, 2011 6:00 pm

So I think the best system for a damage based hit boxes would be for each arrmor area to be a damage hit box. Being hit in these areas will have damage block/ weakened depending on the armor on these areas.. Also the armor hit would take damage. Also damage and armor types would take effect. This also needs to have your players stats to come into effect in a big amount.

Edit: of course all I can do is wish as the games seems to be so far through development that they should be in the testing stages by now..
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TASTY TRACY
 
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Post » Fri May 27, 2011 7:29 pm

I found this funny because Bethesda actually made it so that arrows can't stick out of your head.

Arrows, when you shoot them, move away from the head, the neck, and the heart, until you get a killing blow, then they'll land and stay wherever.
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Jimmie Allen
 
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Post » Sat May 28, 2011 4:46 am

I found this funny because Bethesda actually made it so that arrows can't stick out of your head.

Arrows, when you shoot them, move away from the head, the neck, and the heart, until you get a killing blow, then they'll land and stay wherever.


You are probs right, maybe it was a bug or iv gone crazy..
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Amy Smith
 
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Post » Sat May 28, 2011 4:38 am

Either way, they did things in Fallout 3 that made characters limp when you damage them enough in one (or both) leg(s) (therefore slowing them down), dropping weapons and being less accurate when you cripple their arms, being much more vulnerable if you damage their torso, and getting concussions if you damage their head. :thumbsup:

Locational damage is something Bethesda's done by now, so we can (hopefully) expect it in Skyrim.
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sara OMAR
 
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Post » Sat May 28, 2011 2:54 am

Certainly would make combat more involving so I say yes.
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jessica Villacis
 
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Post » Fri May 27, 2011 11:04 pm

This is a little bit off topic but I would really love to have arrows and blades slide/bounce off of massive armor like this: http://www.aurorahistoryboutique.com/products/C000538_L.jpg To me this would really add a lot of immersion and realism. If you hit the right spots (underarms, back of legs, shoulders, etc.. basically anywhere where things need to freely move) with a good upper-slice or downward slice, then you could do some serious damage. I'm not sure why this would be so cool to me. i think it is because in Oblivion it basically felt like there was no point to where heavy armor personally.
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matt white
 
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Post » Sat May 28, 2011 12:55 am

I think a better term is "location based damage".

Yeeap now everyone will say Oblivion didn't have hitboxes. :facepalm:
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Neil
 
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Post » Sat May 28, 2011 7:57 am

I don't think you mean 'hit boxes', as Oblivion already has hit boxes. So did Morrowind infact. What you are referring too is a regional hit box. One that not only defines which regions (boxes) are part of a player, but also what each of those boxes represents.

As for your poll I'm undecided. Certainly, adding a head-hit box would make Marksmanship a more realistic experience, but it's still supposed to be an RPG. In an RPG a 'head shot' would be represented by a critical hit, and a critical hit is controlled by the character's skill; not the player's skill.
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how solid
 
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Post » Fri May 27, 2011 6:38 pm

So I remeber that they didn't put them in Oblivion because they didn't want to force players to wear a helmet as some players like to see their face.. But I didn't like seeing people with arrows sticking out of their head walking around.. Also adding hit boxes could let you cripple someones leg with an arrow if you are chasing them.. This could be good for hunting as well.

What are your opinions and views on hit boxes in Skyrim?

(Edit: added poll.)


I've never seen people walk around with arrows in their heads, in Oblivion even when you hit the head, the arrow will be placed somewhere else, it is only the killing blow that gets placed in the head.

If you mean for the playable character, well than I don't know, but I want location based damage anyways :D
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Rachie Stout
 
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Post » Fri May 27, 2011 5:47 pm

Only if they do it for the better of gameplay and tactics. Soldier of Fortune 2: Double Helix had gore, decapitation, and mutilation to the point where you could dismember an enemy and cut their face up into little pieces until only a stump was left.

This contributed nothing to fix the fact that combat in action was terrible.
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LittleMiss
 
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Post » Fri May 27, 2011 8:33 pm

Candy.
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Catherine Harte
 
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Post » Sat May 28, 2011 2:24 am

I don't want that, because it means that open helms are weaker then closed helms. I think you have to have seperated armor, ie Morrowind style and then you have individual armor ratings for the various hit boxes. So wearing a helm is 'x' armor rating for the entire head. To continue with that, repeated strikes to an opponents left shoulder will damage his left pauldron, and once the armor breaks he'll be taking direct damage to his health, regardless if the rest of his armor is holding strong.


That's sorta the idea, open helmets should give worse protection than a closed helm, it makes sense and would give heavy armor an actual heavy feel to it. I do however agree wiht the each part of the armor protecting only that part of the body, makes sense and sounds really fun :)
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NEGRO
 
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Post » Sat May 28, 2011 2:30 am

I think a better term is "location based damage".

This, as without a hitbox you can't hit your opponent at all. Oblivion simply uses just one ;)

Either way, if people decide not to wear a helmet because they're playing the game as a dress-up one, it's a risk they take. Heck, bind your helmet to a hotkey and take it off when you're not in combat?

Also, @WerewolfNeverine:
This tech only works to a certain degree. It won't detect if an arrow actually hits armor or not, but it'll detect which limb is being hit and then the game checks the presence of armor for the respective limb.
Therefore, an open helm could still be better than a closed one, depending on its stats.

Still, it makes sense if closed ones protect you better, right ;)
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Josh Sabatini
 
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Post » Fri May 27, 2011 8:19 pm

They could give you the option to hide your helmet so you still get the armor/enchant bonus but don't have to see it (like in WoW).
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Stu Clarke
 
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Post » Sat May 28, 2011 8:19 am

OOOH, you mean location based hitboxes.

This topic made absolutely no sense till I realized that.
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Josh Sabatini
 
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Post » Sat May 28, 2011 4:41 am

I just want the enemies to respond realistically to locational damage. I remember playing GTA 4 and having a blast shooting random pedestrians in the legs and watching them limp away, or shooting them in the arms and watching them grab their arm and run. It made them feel more alive, and less like random NPCS

This would be ideal.
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Michael Korkia
 
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Post » Sat May 28, 2011 9:51 am

For hardcoe mode.
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Amy Siebenhaar
 
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Post » Sat May 28, 2011 6:39 am

Yes I mean hit boxes for location based damage! I will add to the op
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Jason King
 
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Post » Sat May 28, 2011 2:55 am

Yes! I would love to see location based damage. It always made me sad that I couldn't shoot people in the legs with my ranger to slow them down, or shoot them in the arm so they drop their weapon. And I always thought headshots not giving you a "critical hit" was a bit silly, If the target isn't wearing a helmet of course.
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JD bernal
 
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Post » Fri May 27, 2011 10:06 pm

I don't know who Candy is, but I voted for her anyway.....

Locational damage (having MORE than one hitbox) could be a good thing, if implemented along with a means of preventing any "novice" character from just cheezily headshooting everything. Just remember, that whatever goes for your attacks on the NPCs also goes for their attacks against you.

Having open faced helmets protect less than full visored helmets might seem like a "realistic" option, but in that case, they'd need to add in the visored helmet's drastic obstruction of vision to balance it. Nobody would want that. Hopefully, there are people here who realize that "open faced" helmets were worn by many, if not most, combat troops, although visors were clealy the best option in tightly controlled "jousts". There were no decent "iron skullcap" type helmets in the earlier games that I can remember, which should be adequate head protection in most cases.
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Amanda Leis
 
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Post » Sat May 28, 2011 12:01 am

I found this funny because Bethesda actually made it so that arrows can't stick out of your head.

Arrows, when you shoot them, move away from the head, the neck, and the heart, until you get a killing blow, then they'll land and stay wherever.

Which is equally ridiculous, because then you have a corpse full of arrows in non-vital areas. And thus, the legend of Achilles was born.


"I don't want that, because it means that open helms are weaker then closed helms." ...open helms are weaker than closed helms.
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XPidgex Jefferson
 
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Post » Sat May 28, 2011 8:09 am

Blowing the limbs off zombies in L4D2 is fun.
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Miranda Taylor
 
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Post » Fri May 27, 2011 8:59 pm

Do you want the game to be a TES RPG or a fight simulator? I vote no to the latter.
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Gisela Amaya
 
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Post » Fri May 27, 2011 11:19 pm

Do you want the game to be a TES RPG or a fight simulator? I vote no to the latter.


You can have deep or shallow combat, and the choice is yours.
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N3T4
 
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Post » Sat May 28, 2011 6:19 am

Do you want the game to be a TES RPG or a fight simulator? I vote no to the latter.

rpg player would want locational damage, at least a purist would. This is what critical hits actually are. Or at least were originally meant to be.

except it's been forgotten, this is the kind of ridiculousness that happens when everyone clones DnD PnP systems into games... and then continues to do so for decades. The purpose of it is lost. instead of random critical damage to simulate this, actual critical damage based on location.
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Rik Douglas
 
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