Not sure how I feel about "timed blocking"

Post » Wed Jun 02, 2010 3:17 am

Oblivion's blocking is timed blocking. There are no better words for it. I wait until the enemy starts his attack, or starts to prepare his attack, and then I block. I lower the shield and make my attack when the enemy is not attacking. If Skyrim blocking is something different, then we really ought to have a better way to say it. "Timed blocking" doesn't cut it.
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Wed Jun 02, 2010 8:10 am

I actually want an auto-block option. Or just don't have a block skill, that would be a waste of skill when it has to be all physics and about player control.

I agree, no block skill if its purely based on timing.
Because you could have a really good skill at actually performing the block, but if your in-game block skill didnt add up, you would still svck.

Actually they can work both no need make completely skill based auto blocks of pure RPG and don't make simple action style blocking of slasher when they can be combined in unity of Action-RPG well, no need create radical decision when both features can work together well.
How about such feature like skill and parameters checks for timed player initiated blocks?
For example in such checks can be involved attributes (speed agility endurance and strength), level of actors, skills (weapon and block skills), perks, current level of fatigue, weight of weapon and shield, durability of weapon and shield.
In such cases will be fixed absurd things like mage successfully parry daedric warhammer of warrior with dagger, shielding self with leather shield from the same warrior, stay in complete shield wall defense, block axe with bow and many others.

So player initiate blocking but success depend not only on reaction but also on RPG statistics of PC and enemy,
complete auto blocking take out adrenaline from battle, complete reaction based blocking add absurd to model since it not involves many parameters in calculations thats make model more detailed and interesting.

Great examples is such mods for Oblivion,
Thats awesome mods by Duke Patrick'
http://www.youtube.com/watch?v=Q-d6eS4159c
http://www.youtube.com/watch?v=h_M-QH3upEU
[WIP]Duke Patrick's Melee Combat Mod
http://www.gamesas.com/index.php?/topic/1185380-coming-soon-duke-patricks-melee-combat-mod/
And
Doc Block Recoil Stagger by Documn
http://www.tesnexus.com/downloads/file.php?id=35933
http://www.youtube.com/watch?v=-epmBNmbyRU
they are make useless for developers parameters work in game in logical way and tie action and RPG in combat mechanic in really awesome way.
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Wed Jun 02, 2010 11:12 am

I'm a little curious about this now too, since a few people are talking about it. I've read that you cannot hide behind your shield for example. So lets say technically I did that, would the enemy try and hit around it? Or will my shield just not offer as much protection from a hit, even though I'm still behind it? Or maybe my character would just stumble back a little, losing footing a bit, maybe shield comes down a ways while regaining balance, meanwhile the enemy has an opportunity to gain a successful hit? hmmm....


If I remember correctly, it goes like this:

You equip your shield in, let's say, your left hand, which is controled by your left mouse button.

Then, if you tap your left mouse button (press it and release quickly) you will raise your shield to block an incoming attack.
If instead of tapping the button you press it for longer, your character will attempt to perform a bashing move with the shield.

That's why you can't hide behind your shield; press the button for too long and you will atomatically stop blocking.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Wed Jun 02, 2010 7:42 am

I think the timed system would work fine in melee combat but what if you have say 2 or 3 archers firing on you, can you still hold up your shield to block or do i have to time it to block each arrow, because that seems a little ridiculous. I think we should be able to hold our shields up but attacks should do far less damage if you time your blocks
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Wed Jun 02, 2010 1:17 am

I think the timed system would work fine in melee combat but what if you have say 2 or 3 archers firing on you, can you still hold up your shield to block or do i have to time it to block each arrow, because that seems a little ridiculous. I think we should be able to hold our shields up but attacks should do far less damage if you time your blocks


Not that ridiculous actually. If your shield is protecting your head and torso and you don't move it a tiny bit, an archer would simply aim at your legs. Having to time-block every arrow makes sense to me and, furthermore, you can also sidestep at the right moment to avoid damage.
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Wed Jun 02, 2010 3:57 am

Not sure how I feel about the game having a "timed" blocking feature, where I time my blocks to the opponents swings.

Are they going to telegraph when their going to strike, or do I have be able to read their minds?

How is this suppose to work when facing more then one baddie at a time?

Also whats to stop the computer from cheating? That is blocking every time I'm about to make a swing, but not being able to know when their going to make theirs.


They should do it how they do it in mount and blade. You can hold block with a shield but you have to time your blocks with a sword or any other weapon.
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Wed Jun 02, 2010 2:41 am

deal w/ it. games are lame if you can just hold down the block button for example in demon's souls.
it makes the game more realistic and harder! i'm ALL FOR IT! :D
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Wed Jun 02, 2010 9:28 am

Not that ridiculous actually. If your shield is protecting your head and torso and you don't move it a tiny bit, an archer would simply aim at your legs. Having to time-block every arrow makes sense to me and, furthermore, you can also sidestep at the right moment to avoid damage.

so your saying if you were being fired at by archers you would hold up your shield to protect yourself? you would hope that you time it just right so that you block the arrows? im not saying the system sounds bad i really like the idea i just want the option to hold my shield up for certain circumstances but have it be less effective than timed blocking
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Wed Jun 02, 2010 11:15 am

IMO it is a good way to balance the fact that shields absorb 100% of damage.
User avatar
Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

Post » Wed Jun 02, 2010 3:22 am

i actually prefer a timed block system. and for those of you who are confused by the meaning of timed block and think oblivion had it as well, it didnt. timed block means exactly what it sounds like. you have to time you block to more effectively absorb a blow. in oblivion you could hold the shield up all day long and get the same results.with a timed block the closer to the initial attack you get with the block the more damage it will absorb, the further you get from the initial atack (holding up the shield and waiting for the atack) the less damage it will absorb.

larger weapons will swing a bit slower so they will be easyer to block. the hardest to block imo will be daggers because they will move the fastest.
User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Wed Jun 02, 2010 6:08 am

IMO it is a good way to balance the fact that shields absorb 100% of damage.

Well there is need some special remarks,
shields absorb 100% of damage to health (from physical strike), but not to fatigue all blocks done by shield must cost in fatigue usage thats depend on actors (both enemy and character) skills, weight of equipment, damage vs protection factor, maximum fatigue and health level and their current level, durability of shield will be lowered at zero it will be unequipped or dropped in combat, at successful check actor will block strike at fail strike will be to powerful to be blocked, so no blocking without consequences use tactics in combat no always cover under shield.
Certain attack have greater chances to penetrate shield defense, might blows thats force actor to open after each strike and not have shield wall, strikes of giant actors thats if not push or stagger can disarm shield away, certain weapons like axes thats have chance to make actor open and do additional damage to durability of shields, certain arrows and mighty bows in skilled hands, certain magic thats cannot be blocked completely and still do damage but lowered, telekinesis thats will allow with certain skills in alteration school and additional magicka charge versus skills of enemy actor and his fatigue level to strip enemy out of his shield and so on.
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Wed Jun 02, 2010 2:53 pm

I think it is very interesting, and hopefully, adds some challenge to the game, in OB all was pressing RT all the time and the PC blocked even a Falcon Punch....
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Tue Jun 01, 2010 11:52 pm

..
complete auto blocking take out adrenaline from battle, complete reaction based blocking add absurd to model since it not involves many parameters in calculations thats make model more detailed and interesting.
....

Complete auto blocking makes me focus on my attacks more. I really like how this mechanic works in Jedi Knight games. There are levels of defense skill in Jedi Knight, so you get better at deflecting attacks and it is an action game. A very good one.

Those mods are very interesting. I haven't installed them yet, I'm considering.

The absurdity of blocking and still taking damage drives me mad. If it is all about staggering, recoil and recover times then it is good for me.

Shields that explode... Awesome. Deformed shields that drop out of our hands, shield bashing finishing moves... Super. But I still don't see the need for a block skill, I hope we get enough perks to justify it as a skill. But I'm still against armor skills. You can throw your shield like a disc or skateboard on it but really what can you do with an armor? :P
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Wed Jun 02, 2010 6:27 am

Well there is need some special remarks,
shields absorb 100% of damage to health (from physical strike), but not to fatigue all blocks done by shield must cost in fatigue usage thats depend on actors (both enemy and character) skills, weight of equipment, damage vs protection factor, maximum fatigue and health level and their current level, durability of shield will be lowered at zero it will be unequipped or dropped in combat, at successful check actor will block strike at fail strike will be to powerful to be blocked, so no blocking without consequences use tactics in combat no always cover under shield.
Certain attack have greater chances to penetrate shield defense, might blows thats force actor to open after each strike and not have shield wall, strikes of giant actors thats if not push or stagger can disarm shield away, certain weapons like axes thats have chance to make actor open and do additional damage to durability of shields, certain arrows and mighty bows in skilled hands, certain magic thats cannot be blocked completely and still do damage but lowered, telekinesis thats will allow with certain skills in alteration school and additional magicka charge versus skills of enemy actor and his fatigue level to strip enemy out of his shield and so on.

... :huh: ?

Ofcourse stamina should be consumed when blocking, and the amount of it consumed would depend on shield quality and block skill. Durability shouldn't effect how much it blocks, unless it is nearly broken, around 30% durability left.
User avatar
Kayleigh Mcneil
 
Posts: 3352
Joined: Thu Jun 29, 2006 7:32 am

Post » Wed Jun 02, 2010 4:55 am

IMO it is a good way to balance the fact that shields absorb 100% of damage.


Hmm. Are you talking about in Oblivion, or Skyrim?


Because in Oblivion, I take plenty of damage through shield blocks. (Hmm, I suppose it could be due to a mod, but I don't recall Francesco's scaling mod including something like that.....)
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Wed Jun 02, 2010 7:16 am

Hmm. Are you talking about in Oblivion, or Skyrim?


Because in Oblivion, I take plenty of damage through shield blocks. (Hmm, I suppose it could be due to a mod, but I don't recall Francesco's scaling mod including something like that.....)

... in Skyrim :)
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Wed Jun 02, 2010 12:28 am

Will you be able to block with a sword in TES V?
With a 2-h sword, yes. With a 1-h sword, not with the sword itself, you have to equip a shield with it. If you're dual wielding you're trading defense for pure offense.
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Wed Jun 02, 2010 1:10 pm

Shield bashing would be awesome. They want more realism? Implement shield bashing! They're really pushing the whole duel wielding thing, so the opportunity to use your shield in that manner seems a natural extension.

Timed blocks would be fantastic too, even more so if they make it directional as well. And I agree, different shield types/sizes ought to affect how the blocking works. I'm sure they have plans of how the skills/perks will affect the mechanics of it, and you'd think that they've already thought of how different shields would work - whether it be as simple as one material taking more damage before breaking than another, being heavier so slower to block with.

That'd make for higher realism. Greater immersion into combat that is more challenging.

I think I'd really just like to see Mount & Blade style melee combat implemented somehow. But this would probably be harder to handle - if not impossible? - with a console controller. Consoles and their controllers, it'll limit what they can do, surely. Give me a mouse and keyboard any day... Haha unfortunately I am kind of expecting I'll have to get Skyrim for my 360 because my computer will be too old - and it's only like 6 months old now. Technology, huh?


The reason behind timed blocking is that holding down the block initiates a bash
User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Wed Jun 02, 2010 3:40 pm

(Quoting from an "autoblock answer)

Yeah me too. In fact why should we have to do anything? like why doesn't the game play itself? Player control in a video game is soo overrated :rolleyes:


Wise answer... :rolleyes:

You wear a Morrowind avatar, so let's take a little trip back time: remember the "autoblock" system in Morrowind? Yeah! That's right. There you go.

This is supossed to be a ROLEplay game; block, should be based on you character skill, not yours. Many of the best crpgs used this, and it worked just perfectly.

I don't mind about timed blocks, it's ok to me, while I'd pretty much prefer the Morrowind system, I think that this will work well too; anyway, I'm not going to use shields... I'll better practice my parry skill.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Wed Jun 02, 2010 3:19 am

Complete auto blocking makes me focus on my attacks more. I really like how this mechanic works in Jedi Knight games. There are levels of defense skill in Jedi Knight, so you get better at deflecting attacks and it is an action game. A very good one.

Well yes Jedi Knight was awesome but it dot have shields, did you play Dark Messiah it has active active and passive shield blocks, parry weapon and weapon clench thats sometimes happen in combat without of any special input from player, all such features can be done in Skyrim also.
The absurdity of blocking and still taking damage drives me mad. If it is all about staggering, recoil and recover times then it is good for me.

Well not all strikes can be blocked there must be difference between strike of weak mage and strike of robust warrior as well difference in blocking, before there was only one state successful block, now can be three or more so combat will be more interesting for example:

successful block when parameters of actor are greater then parameters of enemy, strike completely negated in small cost of fatigue 100% damage was blocked, slightly damaged durability (this also help to make block skill less grinding since it can rain from amount damage what was blocked, durability decrease and fatigue usage so to continue train block will need to find more powerful enemies and not train block to 100 from rat strikes.

block with bad consequences when both actor and enemy have equal parameters or enemy moderately stronger then actor then blocking will have consequences more fatigue used, there is chance of stagger from strike, enemy have chance to open block so need draw shield again 100% damage was blocked but more damage to fatigue, durability damaged at normal rate.

and fail at block when strike too powerful to become blocked and absorbed consequences will be push and drop actor to ground, disarm shield, do great amount of damage to fatigue and durability of shield, not all damage to health will be absorbed bu shield, example nord berserker with great axe, giant club strike, dragon strike. 50% damage was blocked great usage of fatigue big damage to durability.
Shields that explode... Awesome. Deformed shields that drop out of our hands, shield bashing finishing moves... Super. But I still don't see the need for a block skill, I hope we get enough perks to justify it as a skill. But I'm still against armor skills. You can throw your shield like a disc or skateboard on it but really what can you do with an armor? :P

Well block skill can affect more then only shields and train from parry also, in such cases there can be added automatic Clench into combat and need to charge power attack and enough skills to break it, since there is no kick to thats and without shield bash thats also will more depend on various parameters, as well there can be old block perks from Oblivion but also already confirmed magic blocks, about armor well I'd like to see the Battlemage training perks thats decrease spell effectiveness penalty from wearing armor what must initially be large (perk require some levels in magic schools),
decreased movement speed penalty from equipment weight, encumbrance limit increase, decrease of sneak penalty from equipment weight(require some levels in sneak, penalty is large so no sneaking around in fullplate iron armor) decrease fatigue usage from equipment weight, more durable armor (can require some levels in smithing), bonus to protection.

... :huh: ?

Ofcourse stamina should be consumed when blocking, and the amount of it consumed would depend on shield quality and block skill. Durability shouldn't effect how much it blocks, unless it is nearly broken, around 30% durability left.

Well best way to decide shield quality its protection to durability ratio (and it weight to decide speed of shield draw), they are represent material of shield so in such cases such ratio can be used versus durability and damage ratio of weapon, so better weapons will not only do more damage to durability of shield but also increase fatigue usage on blocking them, so for example leather shield will not provide much protection versus daedric axe as steel one and chance thats next enemy strike will open blocking protection is increased.
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Wed Jun 02, 2010 1:02 pm

Ive thought about the issue of using timed blocking against multiple enemies as well.
It could definitely be a big problem, but I trust that Bethesda is going to account for this. There will probably be some way that they account for this in gameplay. They could add a special move perk that allows you to take down defense. That would help to some extent
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Wed Jun 02, 2010 6:52 am

I'm sure Oblivion has an element of times blocking? Or at least it seems then when you block just before they hit, they stumble, which gives you a chance of hitting them. Or is that just my imagination?
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Wed Jun 02, 2010 5:05 am

I'm sure Oblivion has an element of times blocking? Or at least it seems then when you block just before they hit, they stumble, which gives you a chance of hitting them. Or is that just my imagination?

Yes, it is actually in the game. The longer you block, the less effective your block is.

Problem is on higher skill levels turtling doesn't have much disadvantages.
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Wed Jun 02, 2010 3:00 am

The timed blocking thing doesn't sound good to me, though of course I'll have to wait and see.

I just don't see a shield as some sort of standalone parrying device. Because that's not what a shield is, it's also a guard. That is, it creates a barrier between you and them,
it is often held up to prevent openings. It is also used to parry and actively block -- but definitely not all the time.
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Wed Jun 02, 2010 4:16 am

Yes, it is actually in the game. The longer you block, the less effective your block is.

Problem is on higher skill levels turtling doesn't have much disadvantages.


Well I never chose blocking as one of my skills. so it was never that high. The timing didn't really feel too difficult though, so I think it'll be quite good implementing it more in a game. It's a bit unrealistic if you are just there holding your shield in front of you for 5 seconds for your enemy to then just swing it right at it.
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

PreviousNext

Return to V - Skyrim