» Tue Mar 08, 2011 11:32 pm
No one on this thread has any idea what they're talking about. LOL
Also, apparently everyone on this forum only plays TES or RPGs in general, because no one even seems to have much of a concern for other games. Also, when someone mentions a game that isn't TES or an OWRPG, everyone freaks out and says they hate it, or it svcked. That's just sad, people. :glare:
Also, no one here seems to understand a thing about combat magnetism. Despite it being the topic of the thread.....sigh...
Here - the examples we've been shown: In the gameplay trailer, when the dragon flew over the PC and he turns and reaches up to slash at it, connecting with it's abdomen, that's magnetism. When the dual-wielding character is fighting the sword and shield character, there is magnetism as well. The "draw" that allows his spinning attack move of death to even be aimed toward the guy and stay on target is the definition of magnetism at work. Additionally, the finishing moves of which most people seem excited about (such as the throat-slit and the bandit gut-stab in the trailer), are not possible without a base magnetism, if not a "lock" function. If there was no magnetism and no lock function at all, there would be no way to ensure that your stealth kill didn't simply miss and swing at the air next to the target. Basically, it is the similar to the core of all button activated functions, in that it actually does what you intend as long as you aim "close enough". For instance, imagine feeding as a vampire by aiming instead of a button press with a locked-in animation, and without magnetism....you would have to aim perfectly at your target's throat, and if you missed, you might end up svcking the feathers out of your victim's pillow instead. With magnetism enabled, however, you can aim anywhere around the throat of your target and be guaranteed a proper blood-svcking.
For a comparison example: The exact magnetism referenced for Skyrim that comes from Assassins Creed is simply the players ability to press his attack button of choice and steer the attack to the closest enemy within range that he/she aims at. This also locks on the target after the initial attack (in AC), and allows you to continue to strike the same target for the duration of the battle, however, it does not actually limit you to only that target. For when you aim at a new target in any direction other than exactly at your "magnetized" target, you will switch and attack the newly-aimed-at target instead. Thus this system allows you to flow from target to target, of your choice, when facing multiple enemies, and be assured that you'll actually have a chance of hitting them if you aim well enough.
EDIT: Also, keep in mind the magnetism system (as described) will never attract you toward an ally, nor "lock" you to only enemies. This does not mean you can't hit allies, it just means it is extremely unlikely if not impossible during combat in a group. Obviously, if you engage an ally the game will then employ magnetism for said ally, because they are now treated as an enemy. This means there should be no worry about allies in combat, as they will actually be more helpful now.
For a more abstract example: The origins of modern FPS magnetism were created and pioneered by Jaime Griesemer when developing the first Halo game. This function, coupled with about 4 others, account for the aim assist function that has been prevalent in all shooter games since then. Barely noticeable in most games, it makes for a more enjoyable game experience for everyone playing by allowing more fluid combat and precise exchanges of gunfire.
And finally, there has been NO confirmation of any kind of aim assist for ranged attacks. The magnetism referenced so far relates to melee combat. I suspect there will be a minor magnetism employed to help with target tracking while scanning and aiming, but not to a noticeable degree. Basically, the way it will probably work is similar to Halo's: You move your reticle/aim toward a target, and the magnetism will act as a sort of sticky aim, allowing you to swing your aim to a target, and feel a slight pull to keep you aimed there, even as the target moves. This effect is variable based on the distance from you to your target. The closer you are, the more "sticky" the magnetism will be. And the more distance between you and your target, the effect goes down until it eventually cancels completely.
As for a possible example of the ranged magnetism, take a look at the player tracking the wolf with his bow in the trailer. This could be using a slight magnetism as well, but it will be impossible to tell until we play it. If it will be there, the good news is that it's a benefit to anyone using bow or spell combat. With magnetism enabled, you'll feel a slight pull to keep you "on target". The idea being that the game "rewards" you for aiming well. Because if you don't keep your aim close enough to the target's magnetic center (typically the target's center of mass or head) the effect will cancel and you will probably lose your target and/or miss.
I sincerely hope that clears up some of the confusion. And btw, my source for this info includes a huge article on aim-assist in modern video games in Game Informer, and the behind-the-scenes dev vids and interviews for Halo, AC, and obviously the info we have on Skyrim.