[WIP] MERP & Blade

Post » Wed Dec 14, 2011 1:59 pm

Just amazing news. Maybe this will give me reason to finaly play Oblivion.

As long time fan of M&B (bought my orginal version when it was something like .700 beta) I haven't been able to play any other RPG just cause melee combat has always felt so clumsy after M&B.

So good luck with you work and hopefully you are able to finish your work soon :)


I feel the exact same way, so I am just as motivated as you are excited. ;)


How is the blocking happening? Will that be player controlled in the sense of being more than holding the LMB?

Can see see this kind of fight with shields too?


Basically it is the same as in Mount & Blade, you press the RMB to block. In the options you can choose between manual block based on mouse movement to determine the block direction, or you enable auto-blocking, which detects the right blocking direction for you. You will need to release and re-press the RMB again if your opponent changes his attack direction, to switch to that direction. So there is still timing involved with auto-blocking, but manual blocking is a lot harder, because you need to be fast AND choose the right blocking direction yourself.

Check the very first video I posted, at the last part I show the player with manual blocking.

I don't have scripted it with shields yet, but that is pretty easy. Will get to that soon.
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Soku Nyorah
 
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Post » Wed Dec 14, 2011 11:20 am

Wonderful. Arrow inaccuracy and lots of parrying. And with locational damage. Good to hear both automatic and manual blocking would be possible. I am very interested.

I think the inaccuracy should kick some time later. Sometimes you concentrate for a shot after some aiming, the window should be a good 3-5 seconds. Off course there will be a base inaccuracy based on your skill. Although before making comments, I should have asked how it works. How does it work?

I have some thought on skills, character and player difference issues lately. I want to share if you want to listen. My view on the archery is like this:
Agility affecting time for drawing the next arrow.
Strength affecting the speed of the arrow and thus damage.
Intelligence affecting critical hits.(I can aim for the head but it can just bounce from the skull if my character don't know about the sweet spot but then if my character's intelligence and skill is high on the matter then aiming for the head can end with a perfect headshot.)

Skill influencing how much those attributes canolize to the outcome and plus accuracy. And other related variables(weapon stats, luck) going for proper places.

I'm just thinking.


PS. I like the faster combat video but can we see some footwork added too?
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kelly thomson
 
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Post » Wed Dec 14, 2011 3:40 am

Looks interesting. I've always wanted an arcadey combat overhaul (ie not covered in blood and guts) and this looks like a fun one. I hope those animations are sorted out though. For the want of a better word, they look a bit silly.
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Emmie Cate
 
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Post » Wed Dec 14, 2011 2:32 pm

Definitely watching how this mod develops, M&B combat is awesome. My ideal though would be M&B combat combined with kicking your enemies as in http://www.youtube.com/watch?v=9H482rE5OF4&feature=related
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Jeff Turner
 
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Post » Wed Dec 14, 2011 5:56 am

Wonderful. Arrow inaccuracy and lots of parrying. And with locational damage. Good to hear both automatic and manual blocking would be possible. I am very interested.

I think the inaccuracy should kick some time later. Sometimes you concentrate for a shot after some aiming, the window should be a good 3-5 seconds. Off course there will be a base inaccuracy based on your skill. Although before making comments, I should have asked how it works. How does it work?

I have some thought on skills, character and player difference issues lately. I want to share if you want to listen. My view on the archery is like this:
Agility affecting time for drawing the next arrow.
Strength affecting the speed of the arrow and thus damage.
Intelligence affecting critical hits.(I can aim for the head but it can just bounce from the skull if my character don't know about the sweet spot but then if my character's intelligence and skill is high on the matter then aiming for the head can end with a perfect headshot.)

Skill influencing how much those attributes canolize to the outcome and plus accuracy. And other related variables(weapon stats, luck) going for proper places.

I'm just thinking.


PS. I like the faster combat video but can we see some footwork added too?


The archery video was merely a test of implementing inaccuracy and a dynamic crosshair. It is not yet linked to any attributes or skills, I am focussing on mellee on foot and mounted combat first. I will consider your suggestions when I further develop archery. Thanks for thinking along!


Looks interesting. I've always wanted an arcadey combat overhaul (ie not covered in blood and guts) and this looks like a fun one. I hope those animations are sorted out though. For the want of a better word, they look a bit silly.


We know, that's why it's early beta. The stagger animation specifically makes it look silly, and will be replaced.


Definitely watching how this mod develops, M&B combat is awesome. My ideal though would be M&B combat combined with kicking your enemies as in http://www.youtube.com/watch?v=9H482rE5OF4&feature=related



I will have a look any maybe implement it somewhere down the line. :)
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Britta Gronkowski
 
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Post » Wed Dec 14, 2011 9:05 am

Excellent. Good luck!
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Ben sutton
 
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Post » Wed Dec 14, 2011 4:10 am

PS. I like the faster combat video but can we see some footwork added too?


I turned manoeuvring to a minimum for recording the video, because they ran all over the place and I couldn't record them as I wanted that way. In-game there is plenty of dodging and sidestepping etc!


Excellent. Good luck!


Thank you!
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~Amy~
 
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Post » Wed Dec 14, 2011 12:43 pm

I don't think it's possible for me to explain how excited I am about this. I have been trying to at least get some elements from Mount and Blade's combat into Oblivion for some time and have failed... persistently and constantly. I've thought for some time that Oblivion's melee combat is very unsatisfying, and also that Mount & Blade's combat (with any weapon, mounted or not) is some of the most fun I have ever had. This is also going to be one of the few times I disagree with Psymon- I feel that even with Duke Patrick's mods, melee combat in Oblivion does not feel "natural". The lack of locational damage, the fact that swords whizz straight through each other, the fact that you can't hold your swing and release it when you choose and you can't feint properly. Locational damage is partially taken care of by for example TTT's mod, but I still feel it's less than optimal. I definitely don't want to diminish Duke Patrick's work- he manages to create a lot of depth with very simple tools. But I feel that a lot of the depth that Duke Patrick creates in his mods rely on lots of little "tricks". This isn't meant in any negative way, I just think that what you are doing the majority of the time- pressing the left mouse button and watching your weapon cut through the air- is still sort of broken and could be fixed. I realize that Mount and Blade's system is far from perfect, but to me at least it feels far more intuitive than Oblivion's system with any mod.
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CArla HOlbert
 
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Post » Wed Dec 14, 2011 7:27 pm

Well I've seen swords pass through (clip through) swords and shields in Mount and Blade warband.

I agree and I'm certain duke does too that locational damage is desired. I'm certain also that if he could figure a way to add it he would. There is some in the archer mod.

I see mount and blade as too slow with regard to melee (due mostly to its engine and geared toward mounted combat) while Oblivion with Duke tends toward too fast (but then again mostly due to the engine and what is possible to mod). I'm just of the humble opinion that if slowing it down means running at syrup speed while in combat yet being able to move like a cat out of combat is not desirable and beyond immersion breaking.

Btw - :wavey: FrodedarklLord
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Victor Oropeza
 
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Post » Wed Dec 14, 2011 7:03 pm

The biggest difference between Oblivion and Mount & Blade is that Oblivion uses crosshair attacks (i.e. just aim the crosshair at the target and it counts as hit), while Mount & Blade has actual collision detection of the weapon during the swing (if you see a weapon go through someone, it's because collision has been turned of for some reason, for example friendly fire). MERP & Blade also has this collision detection, which kind of advances the very core of combat to the next level in my opinion. It also enables us to implement directional attacks by choice, and implement any animation under almost any condition (think different weapon types like spears, and mounted combat with the same collision detection.)
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Sarah Evason
 
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Post » Wed Dec 14, 2011 7:26 am

I really like Mount & Blade's combat. Although I'm sceptical about how a similar system would work in Oblivion, I have a feeling this will turn out fine! Good job so far, the videos show a lot of potential. May I make a request though? Would it be possible to implement counter moves, ala Assassins Creed? For example, you defend with your sword or shield like in M&B; (Which of course, has to be timed) and while you are in this defensive stance, you press a button when the opponent initiates his attack to counter his move and leave him vulnerable for a second. You are then free to take the offence in this window. You could restrict the success rate of counters based on opponents level and the likes. Yeah, you get the idea.

Anyways, I'm no expert on modding, so I don't know how much work would be involved with this. Obviously this would need new animations for counter moves, but you guys seem to have some animators on board, so that's good. I'm just throwing an idea out there. Its up to you as the author whether you take it leave it. :D
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Madeleine Rose Walsh
 
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Post » Wed Dec 14, 2011 8:24 am

Well I've seen swords pass through (clip through) swords and shields in Mount and Blade warband.

I agree and I'm certain duke does too that locational damage is desired. I'm certain also that if he could figure a way to add it he would. There is some in the archer mod.

I see mount and blade as too slow with regard to melee (due mostly to its engine and geared toward mounted combat) while Oblivion with Duke tends toward too fast (but then again mostly due to the engine and what is possible to mod). I'm just of the humble opinion that if slowing it down means running at syrup speed while in combat yet being able to move like a cat out of combat is not desirable and beyond immersion breaking.

Btw - :wavey: FrodedarklLord

:wavey: Hi Psymon

Well I guess with Mount & Blade it sometimes really varies. I agree, sometimes it is a bit sluggish, but then again, there's people like this that show that it doesn't have to be that way:

http://www.youtube.com/watch?v=kajtlvz1ze8

In any case, more choice is always a good thing, and whether or not I'm going to stick with this, I will definitely try it out (and have a look under the hood of the esp) once it's released in any form (alpha, beta, stable).
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mike
 
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Post » Wed Dec 14, 2011 5:16 pm

That has to be mod altered combat - or the speed is increased.

I wonder what the stats on those characters are like - is that DR for M&B?

And I too will of course try this out. Its got a lot of potential.
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Killer McCracken
 
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Post » Wed Dec 14, 2011 2:21 pm

Hello!

Sometimes, when people find something amazing, they declare it's "What I've always wanted, I just didn't know it."

Well, that doesn't apply here- I have been DREAMING of seeing Mount and Blade combat in Oblivion, and the realization that it would almost certainly never happen was painful to me. You can imagine then how very excited I am about your project.

I guess what I am really trying to say is- how can I get my hands on this as soon as possible? I understand it's far from finished, but I would enjoy whatever you got. If that's not possible, I would like to at least ask how the project's going, please.

I am glad I am not alone in thinking M&B's combat is worthy of recognition. It's not that it's merely enjoyable, though it is that. M&B combat is unique, because it puts the player in control of things that every other game abstracts out. By having the player take direct control of blocking and swinging (and of course feinting, dodging, twisting, jumping and kicking) it offers a richer, more satisfying experience. When I slay someone in M&B, I don't feel like my character defeated them, I feel like I defeated them, and that is very rewarding.

To put it short- I respect the M&B system, which is why I love what you are doing, and I am pleased that you've chosen to leave the system mostly unaltered.
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bonita mathews
 
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Post » Wed Dec 14, 2011 7:25 am

I SO agree with you Scallan!

Anyway, I have some updates. I will release a mod for vanilla Oblivion soon, which features player mounted combat at first. Later NPC mounted combat and lances will be added. For now I have this rough preview video for the vanilla weapons:

http://www.youtube.com/watch?v=9vckqoncSag

And this one for the lances:

http://www.youtube.com/watch?v=iAepZrJxPag
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NAkeshIa BENNETT
 
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Post » Wed Dec 14, 2011 6:42 pm

Looking good! :)

You had me at "mounted combat". Lances as well, though? *swoon*

:twirl: I'll be a happy little Paladin, yes I will. :D
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Strawberry
 
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Post » Wed Dec 14, 2011 5:05 am

Wow!

That looks great.

In M&B though those combat rounds would not be so long, so damage multiplier mods as always will remain an addition.

That is just fricken cool.
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Alexxxxxx
 
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Post » Wed Dec 14, 2011 1:34 pm

Cool...but I wonder, where will all this be after they change game engine and all our currant tools, mods and knowledge is practically useless.
I am not looking forward to starting from scratch once Skyrim is released. Or I do not look forward to being stuck in the outdated (with no new advancements in tools) engine like the morrowwind guys.
But I cannot play this kind of game without my combat changes anymore. I am too spoiled. I have not purchased a new sword game in over 4 years becasue of that.

I can only hope they put extra effort into the modder aspects of the new engine for us.



I SO agree with you Scallan!

Anyway, I have some updates. I will release a mod for vanilla Oblivion soon, which features player mounted combat at first. Later NPC mounted combat and lances will be added. For now I have this rough preview video for the vanilla weapons:

http://www.youtube.com/watch?v=9vckqoncSag

And this one for the lances:

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

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Alexander Lee
 
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Post » Wed Dec 14, 2011 10:08 am

We'll find out more with the next issue of Game Informer, but pretty much everything I've read is that they have just improved and expanded the Gamebryo engine. It is all speculation until then, but I think they will support modding.

I did grab Gothic 3 off of Steam - not bad once you add the 3 main mods ... but not Oblivion by any means. Still no targeting and combat doesn't feel too arcade like. It is easy to tell that Nehrim was built to be Gothic for Oblivion.
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Nice one
 
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Post » Wed Dec 14, 2011 3:55 pm

Wow!

That looks great.

In M&B though those combat rounds would not be so long, so damage multiplier mods as always will remain an addition.

That is just fricken cool.


Indeed. I just put in the damage formula with all the Settings variables, and then added a speed multiplier. So if a mod of yours changes the damage formula's or the weapon damage, this will all be adjusted for mounted combat as well. This video was made with vanilla Oblivion, not any additional mods. I imagine that if you use the high-damage mods out there as well, that you could kill most NPC's in one or two blows.
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Manny(BAKE)
 
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Post » Wed Dec 14, 2011 3:46 am

Wow this is a very nice concept, looking very impressive !
Can we expect any crossbow goodness ?
I like having crossbows.
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neen
 
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Post » Wed Dec 14, 2011 4:31 pm

I SO agree with you Scallan!

Anyway, I have some updates. I will release a mod for vanilla Oblivion soon, which features player mounted combat at first. Later NPC mounted combat and lances will be added. For now I have this rough preview video for the vanilla weapons:

http://www.youtube.com/watch?v=9vckqoncSag

And this one for the lances:

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

dude thats amazing!! will definitely be downloading once its released!
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Claire Lynham
 
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Post » Wed Dec 14, 2011 8:09 am

As always, the MERP team fails to disappoint. Keep up the good work!
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*Chloe*
 
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Post » Wed Dec 14, 2011 11:00 am

Awesome :)
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JESSE
 
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Post » Wed Dec 14, 2011 11:24 am

holy [censored]! this looks totally awesome!!!

Are you looking for an animator?
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Rachel Hall
 
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