Locational Damage in Skyrims Combat System

Post » Thu Jul 21, 2011 6:37 pm

Actually in Fallout 3 and New Vegas I found it pretty easy to aim for certain parts of the body to do certain effect. For example, I often aimed for the arms simply so I could disarm my enemies and make the overall fight easier. When their defenses were gone, I would go all out on their heads for max damage. I mainly played melee-oriented characters in Fallout 3 and New Vegas, by the way.

On the other hand, what many people are saying is quite true. For one, there's usually not too big of a point to aim for anything other than the head for maximum damage. Why cripple an enemy when you can kill them with the same hit in a different location? The only way that there would be a point is if an enemy can yield to you to stop fighting if they're too damaged or too crippled, which would be great for getting information out of a certain person. If they run away, shoot them in the legs! But if it was the same "kill or be killed" approach in both Oblivion and Fallout 3, then there would be very little point to the whole system.

Mostly I would want it implemented anyway, since the player would be able to experience the crippling effects as well, which adds another small dimension to dealing with damage other than using restoration, drinking potions, or eating food. Maybe another item like the Doctor's Bag from New Vegas would be one of the only way to heal crippled limbs? Anyway, I think it would be interesting to see what would happen if the PC's arms were crippled when trying to fight. Imagine blocking with a crippled shield arm. The reaction times would end up being way off and even if the block worked you would end up taking a good chunk of damage anyway.

the option is stealth your way out to the next town, if you havent a skilled companion with you nor the skill to cure your wounds.
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SaVino GοΜ
 
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Post » Thu Jul 21, 2011 4:12 pm

I like some of these ideas.

Ranged Damage: You could implement some complex location damage with ranged weapons. You could split up the damage into 5 different areas/values: Head and neck (most vulnerable), then torso/chest/back, Groin ::):, arms/shoulders, and then legs.

Melee: Location damage for melee would really only work if it was implemented in a simple way, such as splitting up the body into maybe 2 to three different values. Head/neck one value, torso/chest/back another, and then limbs. Limbs would affect overall damage the least, then torso, and then head being the most vulnerable.

Spells: should not have location damage.

Armor Impact: I don't think treating armor like armor in the real world would work, then different styles of armor (namely Nord armor) would be useless. Armor should remain how it's being treated in the game: protection value based on the material and how much armor you have on (helmet, gauntlets, and armor). Now a cool visual affect for armor damage would be to have the armor become dented in the areas it was struck. The more damage done to the armor, the more dents/scratches/pierce marks would show up.
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meghan lock
 
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Post » Fri Jul 22, 2011 4:12 am

Mount and blade.


Yep
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Batricia Alele
 
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Post » Fri Jul 22, 2011 2:59 am

Armor Impact: I don't think treating armor like armor in the real world would work, then different styles of armor (namely Nord armor) would be useless. Armor should remain how it's being treated in the game: protection value based on the material and how much armor you have on (helmet, gauntlets, and armor). Now a cool visual affect for armor damage would be to have the armor become dented in the areas it was struck. The more damage done to the armor, the more dents/scratches/pierce marks would show up.

That's a problem with wearing a strap across your belly and expecting it to do any good. ;) I don't think the game should reward you for failing to properly protect yourself. If you wear armor with inadequate protection, if you refuse to wear a helmet, if you only wear shoes, you should expect to take more damage then if you were wearing full plate.

Now, that's not to say that lighter armor (or no armor) doesn't have it's benefits. Faster attacks, nimbler dodges, these things matter. But a straight number based armor rating that is not based on actual mater/coverage of the armor in question is lame.

[Ha, I beat your post by like less than a milisecond, Enossirq. ;)]
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biiibi
 
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Post » Fri Jul 22, 2011 1:39 am

Yep


Finally someone knows whats going on.
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Haley Cooper
 
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Post » Thu Jul 21, 2011 7:12 pm

That's a problem with wearing a strap across your belly and expecting it to do any good. ;) I don't think the game should reward you for failing to properly protect yourself. If you wear armor with inadequate protection, if you refuse to wear a helmet, if you only wear shoes, you should expect to take more damage then if you were wearing full plate.

Now, that's not to say that lighter armor (or no armor) doesn't have it's benefits. Faster attacks, nimbler dodges, these things matter. But a straight number based armor rating that is not based on actual mater/coverage of the armor in question is lame.


You're right. But people like their styles...:). Ok then, if location damage was implemented, then the areas not covered with armor (like no Nord cuirass) would receive unarmored damage. So it's a bit of both!
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sw1ss
 
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Post » Fri Jul 22, 2011 4:08 am

You're right. But people like their styles...:). Ok then, if location damage was implemented, then the areas not covered with armor (like no Nord cuirass) would receive unarmored damage. So it's a bit of both!

This is what I'd like to see. :nod:
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Carlitos Avila
 
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Post » Thu Jul 21, 2011 11:54 pm

anyways

Mount and blade has separate hit boxes for

Head
body
arms
legs

with the directional and physics based system it's best to aim for ones legs because no on buys good boots in multiplayer they normally just go with some chest peice and call it a day. Unless they are calv players.
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Sunny Under
 
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Post » Fri Jul 22, 2011 5:26 am

i really hope theres locational damage no way nobody can take an arrow to the throat eyes or forehead and live or
for that matter no way nobody will remain standing from taking an arrow to the leg or retain a firm grip on there weapon or shield after they take an arrow to the wrist.
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Nina Mccormick
 
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Post » Thu Jul 21, 2011 3:12 pm

Which was just aiming for the character model itself in the most broad way as possible...

Even if we would have full control over our swings, this would never add any more tactics for the game, because everything would be way too chaotic, there would be no time to assess the situation, to decide where to strike, and this would just end up in pure hack and slash as before.

What.. not sure if you are serious. Even outside VATS it's easy to cripple an opponents specific body parts in fallout 3 and new vegas, it wouldn't be too hard to add it to Skyrim too.

However, with the finshing moves that sort of "make the combat more deadly", at least feel more like it, I'm not sure we need locational damage.
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flora
 
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Post » Fri Jul 22, 2011 3:10 am

However, with the finshing moves that sort of "make the combat more deadly", at least feel more like it, I'm not sure we need locational damage.


I don't know if I entirely like the finishing moves. If you're surrounded by more than 2 enemies, while you're busy finishing off one of them, the other two could be slashing away at your back. Just look at Halo Reach; I sometimes die while performing an "assassination" because I'm not able to react to other enemies.

Anyway, lol, this is why I like the location damage way of dealing with opponents; you deal realistic damage whilst being able to remain fluid in your attacks on other enemies
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Mélida Brunet
 
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Post » Thu Jul 21, 2011 8:19 pm

On the other hand, what many people are saying is quite true. For one, there's usually not too big of a point to aim for anything other than the head for maximum damage. Why cripple an enemy when you can kill them with the same hit in a different location? The only way that there would be a point is if an enemy can yield to you to stop fighting if they're too damaged or too crippled, which would be great for getting information out of a certain person. If they run away, shoot them in the legs! But if it was the same "kill or be killed" approach in both Oblivion and Fallout 3, then there would be very little point to the whole system.


If the enemy is wearing a plate helmet and nothing else, there's a big point in aiming at another place than the head. ;)
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Sabrina Schwarz
 
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Post » Fri Jul 22, 2011 5:48 am

I never got the point of locational damage. Why shoot them in the leg and slow them down when you can shoot them in the head and kill them?

Maybe your have to capture them for a quest , or because legs take up more mass than a head ,your know easier to hit.
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brandon frier
 
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Post » Fri Jul 22, 2011 4:05 am

Maybe your have to capture them for a quest , or because legs take up more mass than a head ,your know easier to hit.


Slowing them down, or pinning them to the ground with an arrow could be a perk for the bow, or at least it makes sense for it to be a perk...
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Chase McAbee
 
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Post » Fri Jul 22, 2011 4:29 am

or

http://www.youtube.com/watch?v=S2iRIXOOLu4

Ah, it all makes sense now...

I'm totally right, this has no strategy whatsoever...

You cannot aim at the arms or the legs, just the torso, maybe the head... that's it.

There's no tactics to disarm your enemy, there's no tactics to make them slower, just aim for the head and protect your own.
Block and wait until there's an opening from the enemy, something Oblivion already has...

... and I still don't know what's so great about Mount and Blade...
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Rebecca Clare Smith
 
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Post » Thu Jul 21, 2011 6:05 pm

for that matter no way nobody will remain standing from taking an arrow to the leg or retain a firm grip on there weapon or shield after they take an arrow to the wrist.

There is an extremely low probability that an arrow in your leg would incapacitate it. The arrow would have to either sever your Achilles tendon, both hamstrings or vital nerves. Shooting any very fit battle hardened individual in the leg with an arrow would be akin to shooting a bear with a 22 caliber rifle. Your just going to seriously pis 'em off.
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Nichola Haynes
 
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Post » Thu Jul 21, 2011 4:46 pm

Yes please!
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Marie
 
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Post » Fri Jul 22, 2011 2:07 am

... and I still don't know what's so great about Mount and Blade...


The fighting mechanics/gameplay. It's medieval combat at its best (especially with mods). You can wield MANY types of weapons (including crossbows and spears :lol:), you can fight with most any kind of weapon off horseback (including jousting). It's truly alot of fun. The graphics and story are poor, but that's not why it's played.

Also, there is location damage w/ critical hits and "couch" (lance in the chest at full gallop) damage, which allows for realistic/deadly (one-hit-kills) combat. This level of reality and risk make your victories very gratifying/rewarding.

These features inputted into Skyrim = best RPG of all time!
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Elisha KIng
 
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Post » Fri Jul 22, 2011 2:25 am

Honestly, the only fix I can think of is to make combat much more deadly. Running in and just spamming attacks on your opponents head should be difficult and leave you wide open for solid strikes. And those strikes against you should hurt. Combat should focus more on parrying and counters, waiting for the enemy to make a mistake and then using that mistake to make a critical blow. In this way, arm and leg strikes are advantages because it makes counters, and therefor kill strikes, easier to pull off. And again, the same would be true for your character, protecting yourself becomes priority one.


A question of philosophy. Traditionally, parrying is best avoided in favour of voiding the attack altogether, and there was a well-known swordsmaster who was very much against waiting for the enemy to make a mistake but rather engage the enemy and force him to react. If you press the initiative, you force him to fight by your rules and if he chiefly reacts, eventually he WILL make a mistake. Parrying is only second best to voiding the attack, i.e. not being where the attack is going to begin with... Especially pure parrying that does not constitute an attack in itself is precisely the reacting and playing by the opponent's rules that he actually wants to avoid.

But again, that's to some degree an issue of philosophy.

Though, BTW, attacks on the head don't necessarily leave you wide open.
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Ice Fire
 
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Post » Thu Jul 21, 2011 5:45 pm

A question of philosophy. Traditionally, parrying is best avoided in favour of voiding the attack altogether, and there was a well-known swordsmaster who was very much against waiting for the enemy to make a mistake but rather engage the enemy and force him to react. If you press the initiative, you force him to fight by your rules and if he chiefly reacts, eventually he WILL make a mistake. Parrying is only second best to voiding the attack, i.e. not being where the attack is going to begin with... Especially pure parrying that does not constitute an attack in itself is precisely the reacting and playing by the opponent's rules that he actually wants to avoid.

But again, that's to some degree an issue of philosophy.

That should be a viable strategy as well, but only once you've attained the necessary skills. When your character is young and inexperienced, you will need to be cautious during combat. As you level and become stronger, faster, and more skillful with your choice weapon, you can take a more aggressive approach. Enemies will not be able to react as quickly, and when they do their chance of successfully parrying an attack is lower.

This, I think, is also a nice way of exhibiting character progress in a way that isn't just "I used to do Y points of damage, now I do X."
Though, BTW, attacks on the head don't necessarily leave you wide open.

I didn't mean that in an exact sense. More that enemies are more protective of their vital regions and so will be more reactive towards strikes made against those areas. This in turn increases your chance of being staggered and therefore open to counter attacks.
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Justin Bywater
 
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Post » Thu Jul 21, 2011 11:39 pm

I vividly remember the answer to this question during Oblivions development. Unless they've changed their mind, they don't want you to be able to die instantly from a headshot, because "some people think their character looks cooler without a helmet". I don't remember the source.

Ofcourse it would be possible to make an option to turn it on/off, but I don't think it's likely bethesda or any other company for that matter would wait til release to announce such a system. Yes there is something similar in Fallout, but the TES series will never be anything close to turn-based(hopefully).



i think that people that dont want to wear helmets and die because of such stupidity shouldnt be the standard by which the game is designed around. if you want to look "cool' without a helmet then you run the risk of dying very quickly.

i think an easy solution would be to only have locational damage for ranged spells and weapons like bows and crossbows and just have normal damage for melee weapons.
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Matthew Warren
 
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Post » Thu Jul 21, 2011 10:36 pm

These features inputted into Skyrim = best RPG of all time!

I doubt that...

From what I've seen, MnB is more of a medieval simulator, more akin to a medieval FPS than an RPG...
This whole one-hit-kill thing in an RPG would be a horrible idea, unless there would be some respawn system or a very quick quickload feature...
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Penny Flame
 
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Post » Thu Jul 21, 2011 4:46 pm

I doubt that...

From what I've seen, MnB is more of a medieval simulator, more akin to a medieval FPS than an RPG...
This whole one-hit-kill thing in an RPG would be a horrible idea, unless there would be some respawn system or a very quick quickload feature...


Ok, well best Elder Scrolls RPG? You know Skyrim is both an FPS/TPS and an RPG, right?
The realistic combat would make the fighting more epic IMO. You're probably right that the one-hit-kill thing is a little too harsh for a game as long as Skyrim and for a game that forces you to reload a previous save when you die. However, Maybe that should only be the case for bow head-shots on character's without a helmet...my whole point is that location damage makes the fights more realistic and epic...
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Beast Attire
 
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Post » Thu Jul 21, 2011 10:21 pm

Spells: should not have location damage.


Erm...Why? Just give me one solid good reason for magic not to do damage to a limb. I am really eager to see how you interpretate a lightning bolt slamming into a body part
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Isabell Hoffmann
 
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Post » Fri Jul 22, 2011 4:49 am

I know it might sound a little bit too early, but the question is there.

oblivions combat system wasnt really challenging as for vanilla. but with mods you were able boost the battle system pretty far.
Creature/NPCs using different styles, different weapons/armor/magic and tactics.

I would be happy with the above. i.e. the AI combat meaning that AI controlled entities were varied in strategy that they used to defeat the player, rather than just looks and the resistances/strengths that the devs gave them.

considering skyrims improved battle system, we expect something new.
Wearing certain types of armor gives your character different protection, but the protection was more like its based on the armor value in general,
no matter where your char has been hit. where is the appropriate calculation?
What do I mean by calculation? Some example:
if the physical values determined by speed and material of the used weapon, the anckle, and what part of the armor was hit (like iron plate, chain, leather ), are used,
a locational damage system would be the outcome. Not the value of the whole armour (like iron, steel, elven) actually determines the protection,
but the part you hit or were hit, and the material the armour at that part is made of.
I know this would make a good collision system inevitable. But nothing I heard from Skyrim so far.

I guess it would be pretty impressive and the next step in immersive RPG combat/battle systems. :deal:

Locational damage would be utterly crap. The calculations in Oblivion were already badly optimized for the hardware. (Quick comparison for you. Crysis is on high graphics with high physics, and lags occasionally. Oblivion has all settings possible on lowest quality and still lags during combat like a pregnant cow. That is on the same system, with no mods for Oblivion)
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Chloe Lou
 
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