Magnetism Discussion

Post » Wed Mar 09, 2011 5:26 am

I have a bad feeling. will this mean that i cant swing at certain things? that like cod or gta 4 i will end up getting magically pushed into swinging at the air? and i honestly think it is a bad idea. sure it will stop you from swinging at your friends, but it's a small price to pay. it takes away from the game in my opinion.

your opinions?

ps. dont try to hate on me. it's my opinion and i will stand by it.
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alicia hillier
 
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Post » Wed Mar 09, 2011 12:04 pm

It's not there to stop you from swinging at your friends, its their for better combat. for example that part in the trailer where the two big dudes are dueling it out, that wouldn't be possible without magnetism. You'll still be able to swing at anything.

GTA had a targeting system. Magnetism is nothing like that.

For example, if your foe is just out of your weapons reach, you won't swing at empty air, you'll do small lunge forward and slash/stab at him. The effect will be rather subtle.

At least that is what I believe.
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Sarah Knight
 
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Post » Wed Mar 09, 2011 10:43 am

i hope not i mean if my companion starts talkin jive then ima put him down id be pissed if i couldnt.



omg could you imagine not being able to kill the adoring fan
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Dan Wright
 
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Post » Tue Mar 08, 2011 10:47 pm

i think magnetism will only kick in when your engaging a foe whilst surrounded by friendly npcs
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JD FROM HELL
 
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Post » Tue Mar 08, 2011 10:41 pm

I think the magnetism should only affect spells that are on target. kind of like mass effect2, but not as dramatic.
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Kanaoka
 
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Post » Wed Mar 09, 2011 7:47 am

I think the magnetism should only affect spells that are on target. kind of like mass effect2, but not as dramatic.

Whats the need of magnetism if they're on target?
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Chloe Yarnall
 
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Post » Tue Mar 08, 2011 10:30 pm

I was having my doubts... until I played a bit of Oblivion with a few companions...

...

Since then I say to any kind of Magnetism: Yes please!
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Trevi
 
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Post » Wed Mar 09, 2011 1:33 am

For example, if your foe is just out of your weapons reach, you won't swing at empty air, you'll do small lunge forward and slash/stab at him. The effect will be rather subtle.
That sounds awful to me; that sounds like Fallout 3 when you are just out of melee range (by your own fault), and the PC magically teleports in closer.

Am I right that this is essentially to make missing more difficult?
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Kahli St Dennis
 
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Post » Wed Mar 09, 2011 6:00 am

That sounds awful to me; that sounds like Fallout 3 when you are just out of melee range (by your own fault), and the PC magically teleports in closer.

Am I right that this is essentially to make missing more difficult?

Its not to that extent, like if he dodges backwards a bit, then you'd take a step forward and stab at his abdomen. you wouldn't teleport 10 feet away like a little ninja. It'd all be smooth animation. Think Assassins Creed, but not a targeting system and more subtle. Unless you'd rather stick with the Oblivion way and wildly slash at a person as if your not even making contact with armor.
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Jodie Bardgett
 
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Post » Wed Mar 09, 2011 9:15 am

I think its a good idea, but we wont know to what extent it magnetises you to the enemy until we see some full gameplay or play it ourselves
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no_excuse
 
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Post » Wed Mar 09, 2011 12:21 am

Im turning it off. If I miss, then I miss. Are we trying to take missing out of RPGs now? I agree that its good for companions, but companions need it too. Everyone knows what happens when you go into battle with an entourage.
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mishionary
 
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Post » Wed Mar 09, 2011 10:02 am

Its not to that extent, like if he dodges backwards a bit, then you'd take a step forward and stab at his abdomen. you wouldn't teleport 10 feet away like a little ninja. It'd all be smooth animation. Think Assassins Creed, but not a targeting system and more subtle. Unless you'd rather stick with the Oblivion way and wildly slash at a person as if your not even making contact with armor.

Here is the thing though... Personally I'd prefer Die based attacks and defense ~But TES doesn't accommodate any more, so there is 'what you see, is what you hit' combat ~yet... It would appear that if the opponent manages to jump back to avoid getting cut, the PC manages to hop forward so as to cut him... Is there any chance for a successful dodge by the opponent under these circumstances?
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Sierra Ritsuka
 
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Post » Wed Mar 09, 2011 10:43 am

I imagine it'll just be slight magnetism to make combat more realistic so you aren't swinging around like an idiot and missing at near-point-blank range, as well as insuring that you don't hit your companion because he/she is in the way half the time. Hopefully it'll only kick in if you're pointed close enough to an enemy. If a hostile NPC is standing behind me and a friendly NPC in front of me and I swing, I should hopefully hit the friendly NPC, rather than suddenly having my front gravitate toward the hostile NPC.
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Laurenn Doylee
 
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Post » Tue Mar 08, 2011 11:46 pm

I imagine it'll just be slight magnetism to make combat more realistic so you aren't swinging around like an idiot and missing at near-point-blank range, as well as insuring that you don't hit your companion because he/she is in the way half the time. Hopefully it'll only kick in if you're pointed close enough to an enemy. If a hostile NPC is standing behind me and a friendly NPC in front of me and I swing, I should hopefully hit the friendly NPC, rather than suddenly having my front gravitate toward the hostile NPC.
Its funny... (and ironic in a way). I would not mind a magnetic 'auto-target' that ensured a hit ~if the game was rolling attack dice and scored a high ranked hit; but I would loath an "auto-helper" for melee combat. Is this not the epitome of literal hand-holding?
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Elea Rossi
 
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Post » Tue Mar 08, 2011 11:35 pm

Whats the need of magnetism if they're on target?


So target spells are actually worth the extra magicka that it costs to use them? So you can actually hit your targe from a distance? Why would it be useful when you're right on top of the enemy?
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Teghan Harris
 
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Post » Wed Mar 09, 2011 7:35 am

As long as I can turn the [censored] off I don't care.

Magnetism is a cancer that is attempting to ruin video games, right along side regenerating HP.
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Sammie LM
 
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Post » Wed Mar 09, 2011 12:49 pm

So target spells are actually worth the extra magicka that it costs to use them? So you can actually hit your targe from a distance? Why would it be useful when you're right on top of the enemy?

In Baldur's Gate, one could actually dodge (physically) an arrow or sling stone... but the game would curve the path of the stone and follow the PC until it hit. (Granted the game had predetermined the hit, but it was still silly looking, and I would expect it to look even sillier in high detail FPP).
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Nice one
 
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Post » Wed Mar 09, 2011 12:41 pm

Its not to that extent, like if he dodges backwards a bit, then you'd take a step forward and stab at his abdomen. you wouldn't teleport 10 feet away like a little ninja. It'd all be smooth animation. Think Assassins Creed, but not a targeting system and more subtle. Unless you'd rather stick with the Oblivion way and wildly slash at a person as if your not even making contact with armor.


Or, and hear me out here, you use the left thumbstick or keyboard to move yourself closer? How hard is that really? C'mon, lets not let the game play itself now...
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Sunnii Bebiieh
 
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Post » Wed Mar 09, 2011 12:54 pm

Magnets, how do they work?

It's miracles.
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Arrogant SId
 
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Post » Wed Mar 09, 2011 10:52 am

In Baldur's Gate, one could actually dodge (physically) an arrow or sling stone... but the game would curve the path of the stone and follow the PC until it hit. (Granted the game had predetermined the hit, but it was still silly looking, and I would expect it to look even sillier in high detail FPP).


Do you think ME2 looked silly? I disagree. I still say no magnetism and just make spells move faster, but melee magnetism? Thats justunnecessary IMO
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Matthew Warren
 
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Post » Wed Mar 09, 2011 12:19 pm

Here is the thing though... Personally I'd prefer Die based attacks and defense ~But TES doesn't accommodate any more, so there is 'what you see, is what you hit' combat ~yet... It would appear that if the opponent manages to jump back to avoid getting cut, the PC manages to hop forward so as to cut him... Is there any chance for a successful dodge by the opponent under these circumstances?

He did do a succesful dodge, but on your attack you lunge foward, if he does not not come back forward. Its the same as walking forward to make up for the distance he dodged, you just incorporate it into a fluid attack.

I personally believe die-based attacks are for turn-based games. It's only logical that if you see it, you can hit it. If it comes into contact, there is going to be an effect.
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ZzZz
 
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Post » Tue Mar 08, 2011 9:59 pm

Do you think ME2 looked silly?

Yeah, that game was terrible. If they want to put in homing, have it as an option in spell creation. Ranged spells worked fine before, maybe make them a little faster.
He did do a succesful dodge, but on your attack you lunge foward, if he does not not come back forward. Its the same as walking forward to make up for the distance he dodged, you just incorporate it into a fluid attack.

I personally believe die-based attacks are for turn-based games. It's only logical that if you see it, you can hit it. If it comes into contact, there is going to be an effect.

Your example basically means every swing you do gets a hit. That's the worst thing they can do. Why even have enemies dodge when they always get hit? Why even play the game?
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stacy hamilton
 
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Post » Wed Mar 09, 2011 6:56 am

Yeah, that game was terrible. If they want to put in homing, have it as an option in spell creation. Ranged spells worked fine before, maybe make them a little faster.

Your example basically means every swing you do gets a hit. That's the worst thing they can do. Why even have enemies dodge when they always get hit? Why even play the game?

They won't always get hit. Again, think Assassin's Creed. They can dodge you, your going to hesistate for a moment. They can take that moment to strike, if they don't your going to have to step forward and attack, which they could block, or get hit. Basically making combat more involved and realistic, where you have to look for openings, and play the offense and defense.

My example was basically saying, after he dodges, your not just going to stand their and both swing at the air in front of you, one of you have to come back in to get back in to the fight. In order to do that you need to move forward, so you could walk forward, then swing, or do both at the same time and lunge towards him.
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Trevor Bostwick
 
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Post » Wed Mar 09, 2011 3:13 am

Do you think ME2 looked silly? I disagree. I still say no magnetism and just make spells move faster, but melee magnetism? Thats justunnecessary IMO
I have never played Mass Effect (1 or 2)


I personally believe die-based attacks are for turn-based games. It's only logical that if you see it, you can hit it. If it comes into contact, there is going to be an effect.
Dice attack rolls have nothing to do with turn based mechanics... though many TB games utilize it; it is not a requirement ~just popular.
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Sabrina Schwarz
 
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Post » Wed Mar 09, 2011 9:13 am

They won't always get hit. Again, think Assassin's Creed. They can dodge you, your going to hesistate for a moment. They can take that moment to strike, if they don't your going to have to step forward and attack, which they could block, or get hit. Basically making combat more involved and realistic, where you have to look for openings, and play the offense and defense.

It worked fine in Oblivion sans the companion problem. Dont really see the need for magnetism other than the companions. Sounds like they are just dumbing the game down. Basically aim assist in a shooter. No Thanks. Dont wanna hit companions? Have a toggle that allows you to swing at friendly's or not.

Like Gizmo, Id rather have dice rolls back, but mixed effectively with real time. the dice rolls would effect how much damage you do, plus the chance for an enemy to visually block/parry/dodge etc.
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Project
 
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