Hit boxes?

Post » Sat May 28, 2011 12:47 am

I appreciate the argument that a real RPG would just have a generalized "hit zone" where you swing your sword or w/e in the direction of an enemy, and your skill and random factors calculate whether it was actually a hit against a head/arm, etc.

Once, again, the idea of a toggle able feature, in this case "auto target" would please both sides. Also, for things like arrows, what we need is a RETICLE. Not moving, drawing the bow less or for shorter times, and having a higher skill would allow for a smaller reticle, or area where the arrow has a chance to land. Moving, holding a bow at full draw, and being of low skill would widen the reticle. However, if you wanted to always have the arrow aim for the chest or some such, you could put on Auto Target, and it would do the same calculation, just randomizing the area hit.
User avatar
Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Sat May 28, 2011 7:12 am

But the combat shouldn't be abouthow fast u can click the mouse and how long you can keep it up for. A bit of skill would be nice for a first person rpg
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Sat May 28, 2011 8:22 am

But the combat shouldn't be abouthow fast u can click the mouse and how long you can keep it up for. A bit of skill would be nice for a first person rpg


I don't know what game you're referring to there, if any, but in MW, holding the attack button "charged" the swing up to full power. If you just "spammed" the button, the attacks were at minimum damage. That was a semi-useful way to deliver enchantments with a light dagger, but a bad way to fight with other types of weapons. The system actually gave you more control than OB's "press to attack".
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Fri May 27, 2011 7:26 pm

I don't know what game you're referring to there, if any, but in MW, holding the attack button "charged" the swing up to full power. If you just "spammed" the button, the attacks were at minimum damage. That was a semi-useful way to deliver enchantments with a light dagger, but a bad way to fight with other types of weapons. The system actually gave you more control than OB's "press to attack".

did you play OB?

I'll let you in on a secret: Ob had several attacks.. one of them is exactly as you describe it... hold down attack for more power.

if that is the only criteria by which you believe MWs combat system allows for more control than Obs, it's just erroneous.
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Sat May 28, 2011 1:14 am

I don't know what game you're referring to there, if any, but in MW, holding the attack button "charged" the swing up to full power. If you just "spammed" the button, the attacks were at minimum damage. That was a semi-useful way to deliver enchantments with a light dagger, but a bad way to fight with other types of weapons. The system actually gave you more control than OB's "press to attack".

No I wasn't talking about a game. Just about combat and what it should and shouldn't be inmy opinion in the context of it only be done char vs player skill
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Sat May 28, 2011 12:13 am

I'd be accepting of them, but ONLY for headshots. Oblivion was already incredibly skewed towards player skill instead of character stats, I don't want that to grow too much more. I'd personally rather see some more driven-by-character stats return (I doubt in full out hit/miss, but in events where, based on your skill level, you will do either a lot more damage or very little damage every once and a while instead of normal damage).

I can't imagine head-shots are preferable to limb shots when discussing player vs. character skill. Limb shots necessarily offer greater tactical advantages, something that will always be part of player skill, coupled with lower damage. Head-shots, however, just [censored] kill something (or do a great deal of damage, at least). The former has a trade off: strategically rewarding, but your enemy is deterred rather than stopped. There is no trade off when it comes to head-shots, you just win. If we must choose between one or the other, I would have to say keep head-shots and body-shots equal, and have limb-shots do less damage while slowing/crippling the enemy

As it is right now, I shoot a guy in the foot and do as much damage as if I shot him through the heart or in the eye. That's not character skill, that's stupid.
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Previous

Return to V - Skyrim