Please fix fatigue........drives me nuts.

Post » Thu May 06, 2010 1:16 pm

I can't decide if I want it changed/removed or what. I sure would not want to have to cut short my battles/exploration because I'm too fatigued to go on without sleep that would get down right irritating. But if fatigue had more affect on things then wouldn't I just have to drink or cast a restore fatigue and keep on trucking ?

So in that case it almost seems pointless. On the other hand I think it would be cool to have fatigue be an initial force of limitation that you deal with when you are at low levels and inexperienced but would maybe become almost nothing to worry about as you level up.
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Sophie Louise Edge
 
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Post » Thu May 06, 2010 1:24 pm

Fatigue in MW was a joke too. I shouldn't fall over while running. Slow down? Maybe. It also made combat ridiculous. Ever hear or adrenaline or a 'combat high'? If i really were fatigued in battle, yeah Im sure I'd collapse from swinging my sword and I'd continue to lay on the ground and get pummeled.

Then again, we're all arguing physical HUMAN realism against a game with multiple animal like races, magical spells, enchanted clothing and monsters. So it's all kind of irrelevant I suppose.

Realism is not irrelevant even in fantastic setting games. look at gravity, woudnt it be stupid if there was no gravity?(unless altered by a spell of course.) the thing is Realism does not always mean no magic and [censored] it just means make it feel REAL and in a fantastic world magic is real and so is gravity. and the fact that fatique does not work and is completely illogical makes it feel unreal.
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Kortknee Bell
 
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Post » Thu May 06, 2010 3:03 pm

It was used to determine how much damage you dished out on your enemies, for those that don't understand what it was for. Once it got close to zero, I was swinging for hours. I think they should refurbish it completely. Maybe if you're an acrobat, you'd need a certain amount of it for performing moves, dodging, and blocking possibly, but not for swinging swords and DMG.
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xemmybx
 
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Post » Thu May 06, 2010 5:43 pm

Your voice is ambrosia! Exactly what I want.



I've missed a million times in Oblivion, let's not pretend you can't.

I've never missed in Oblivion. Combat was more skill based, not stat based. Thats all. You missed because YOU missed. Not because your character was fatigued.

Yes since Morrowind was such a graceful game that was perfect /sarcasm. In Morrowind, you didn't need low fatigue to miss, it was pretty much a constant. Missing all the time is completely unrealistic. It's not that hard to hit somebody with a sword, even when your tired. Now if you were attacking someone in real life with a sword and you get tired then you swings, I don't know...might get weak? Missing in Morrowind is the real reason I enjoyed Morrowind less than Oblivion and Daggerfall. I don't feel like wasting 5 min swinging at a guy at point blank range just to miss almost every swing and then, oh guess what, all the swings I used to try to hit the guy drained my fatigue so now I'm missing even more >.> Then when I get tired of trying to beat the guy to death I cast a spell to finish him and oops, it failed....so annoying.

And before the Morrowind fanatics start to say "You only like Oblivion more because it's easier to play than Morrowind." I just have to say, turn your difficulty setting all the way full on Oblivion and your sitting right back in Arena difficulty again. Morrowind was just tedious with the 95% of the attacks you do are misses and then with quests that tell you to go to a hidden area and the npc marks it on your map and tell you were to go vaguely so your trying to find what you think is a town for 3 hours and you finally find out that it is a cave hidden in an alcove facing the opposite way that the road heads. Stuff like that made the game more tedious than fun. If it wasn't for the great main quest line I would never have made it through that game...


Yes Morrowind could be tedious. Especially at the very begining when you miss 95% of attacks, if your using a weapon your character does not have the skill to use. Which is what made choosing the correct class and skill set at the begining so important. I'm not saying it excuses the 95% of missed attacks with a club against a worm.... thats just.... wrong *allthough it simply worsens the 85% misses you would have had with your level 10 blunt weapon skill. But being able to complete the mages guild in oblivion with a lvl 10 warrior that has like... 1 single flame spell.... and being named grandmaster.... its just pathetic....

Anyway, the point is, Morrowind's fatigue system had obvious flaws and Oblivion's was just for show.
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Talitha Kukk
 
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Post » Thu May 06, 2010 12:32 pm

A game feature should never make the game a pain in the rear, so realism should take a back seat to fun. While stamina would be reduced by running long distances for normal humans in real life, it just makes a game tedious.

Having fatigue become a factor of substance in combat and spell casting is another matter. Perhaps it wasn't noticeable enough in Oblivion, but this feature in Morrowind, and from the description of it in Daggerfall, just take away from the fun factor that should be the games main feature. Obviously, some people like the "challenge" that features like this provide, but I think for most of us, it's just an extra hassle to deal with and/ or a waste of real time.

Peace, +Petrose
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Emmanuel Morales
 
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Post » Thu May 06, 2010 3:39 pm

Real. Visual. Feedback.

Oblivion's fatigue system was fine, but when you could swing your sword with just as much "GRAAAH" and vigor with a depleted fatigue bar as with a full one, regardless of whether it did too little damage or not, it never felt right. With low fatigue, the player should pant. Visually slump. Really struggle on those swings. It's the same problem as in Morrowind's combat system, only not as severe. Heck, even Morrowind gave you fatigue feedback by making you pass out every five seconds.

I really did like Daggerfall's fatigue system though. I admit, when I first played, I thought the fatigue bar was the health bar, and it confused me.
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Avril Louise
 
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Post » Thu May 06, 2010 6:12 pm

... it should either fill up or rename it to stamina or something. ....


Definitely agree it should be renamed.

Right now it's "Oh boy I just increased Strength and Endurance so I have more Fatigue, how wonderful" and that doesn't sound right.

Also, in addition to being renamed Stamina or something, it should be more important in Oblivion. Swing weapons is okay, though maybe the affect should be a little greater. But running should cause you to lose (gain?) fatigue -- meaning you should not be able to run all day without getting tired.

There is a good mod called "Realistic Fatigue" I think Skyrim should do something like that. For example, in addition to running causing your character to get tired, you get more tired running up hill. And you might trip if you get to tired. If an Oblivion mod could do that hopefully Skyrim can do something as good or better with a new engine.

And rename it.
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tegan fiamengo
 
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Post » Thu May 06, 2010 7:44 pm

A three split bar system would help I think, where the idea is to eat and sleep to keep the bars at maximum potential. As you grow in level, it becomes less and less tedious like everything else, but does increase the sense of roleplaying for surviving. But naturally with a whole system supporting it, not just fatigue. Fatigue will never be more than your current max health potential (health - critical wounds - illness induced damages - sleep deprivation effects). Permanent damage to fatigue will be lowered gradually between each time you eat, so that your maximum fatigue pool is lowered. Drinking potions (power drinks) can boost it to your current max potential, but wears off when the effect wears off - you cannot fully replace food with red bull, the effect is temporary.

For NPCs, I think *their* current fatigue should be shown as well as their health. Visual feedback would be great but unlikely, other than sounding heavily out of breath. Can't remember ever falling to the ground due loss of fatigue in MW, but I could be wrong. So not a nuisance enough to be considered a big problem and unbalanced. Sounds like a fun concept though. Maybe if we loose conciseness most NPCs "play fair", and animals not looking at us as a food source ignore us (threat dealt with)?

The three bar split would even work for mana, where the "permanent damage" is increased a certain percentage of the mana cost of the spell, but at level 50 this effect is gone. So as in MW, you have to sleep to restore mana fully, and the automatic regeneration will work less and less. Percentage might be based on speciality, intelligence, willpower, and level, so that magic users get an advantage over a fighter that picks up on magic.

Rate of fatigue loss could also be affected by your current encumbrance. So it would pay off to thread light and carry your stuff in a cart instead.

A game feature should never make the game a pain in the rear, so realism should take a back seat to fun. While stamina would be reduced by running long distances for normal humans in real life, it just makes a game tedious.


I disagree. How much pain it causes should be a factor of your experience and what kind of character you are. That's how everything in games work. But yes, keeping it well balanced is the trick.
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BRIANNA
 
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Post » Thu May 06, 2010 11:19 am

I've missed a million times in Oblivion, let's not pretend you can't.


Then you weren't aimed at the target- because if your sight/cursor/whatever was aimed at the target, you never missed because the combat system was FPS-style, on-target was on-target.

So maybe you missed, but your character never missed because fatigue didn't do squat to aim in combat so let's not pretend it did.
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Charlie Sarson
 
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Post » Thu May 06, 2010 9:08 am

They really should, if only in the name of honesty. Admit they're deliberately heading for "TES VIII: The FPS" and get it out there. The truth shall set you free, and all that. :shrug:


That seems to be the market these days and I am afraid that Oblivion's success will only serve to reinforce that current direction. When game mechanics get in the way of continuous action they are derided as 'Tedious' and any subsequent steam lining is justified in their eyes. Makes one wonder why these people play RPGs at all, especially with the plethora of FPS games available to them.
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laila hassan
 
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Post » Thu May 06, 2010 8:57 pm

Indeed. Seems like it's only a matter of time before The Sims: Some Adventure Addon is more adventure based than a dedicated CRPG.
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anna ley
 
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Post » Thu May 06, 2010 1:00 pm

Let's stop kidding ourselves Morrowind and Oblivion had terrible fatigue systems. When you're exhausted but thrusting a sword into someone's gut it still goes through them, being fatigued just means it is very easy for them to step out of the way and push you over. That being said if Beth wanted to make a better system they would use a realistic system of fatigue. When you are tired you still function just slower and are more easy to overwhelm.

But I really doubt we'll see a martial arts system implemented where you can punch someone who's gasping for air in the lungs and have them double over.
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Claire
 
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Post » Thu May 06, 2010 9:42 am

I agree with the guy above me :rolleyes:
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David John Hunter
 
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Post » Thu May 06, 2010 10:27 am

I was talking to this Pirate who had his own pirate ship. I noticed that there was a steering wheel coming out of the front of his pants, like a huge oak steering wheel. So I asked him "Hey, Pirate guy! What's the deal with that huge steering wheel on your crotch?" The pirate looked angry and he pointed at the wheel and do you know what he said?


"Argh. Somebody better fix fatigue or I swear to god...I'll use this"
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Vera Maslar
 
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Post » Thu May 06, 2010 11:11 pm

AYE!!! bump
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Gisela Amaya
 
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Post » Thu May 06, 2010 1:59 pm

I'd prefer MW-style because having to 'walk' a lot of the time made you appreciate your surroundings more, whereas in Oblivion you'd just run past everything and not really pay any attention.

Just my two cents :)
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Rudy Paint fingers
 
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Post » Fri May 07, 2010 12:04 am

The way it was in Morrowind was fine, Daggerfall made you sleep or you would pass out, these days that would be considered hardcoe...maybe make it optional. All I know is that I don't want it Oblivion style.
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Jay Baby
 
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Post » Thu May 06, 2010 7:30 pm

There should be two bars, one named fatigue and one named stamina. The fatigue bar would use a Daggerfall style system which requires sleep to refill, but drains very slowly and makes your character pass out if too low. The stamina bar would use an Oblivion or Morrowind style system, which refills quickly and directly affects your actions on the short term. I could see that working.
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Maria Leon
 
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Post » Fri May 07, 2010 12:47 am

I've missed a million times in Oblivion, let's not pretend you can't.


I'm willing to bet that your characters fatigue didn't have anything to do with it though.
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Agnieszka Bak
 
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Post » Thu May 06, 2010 10:43 pm

Seriously........you can miss in Oblivion?
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Chica Cheve
 
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Post » Thu May 06, 2010 9:10 pm

There should be two bars, one named fatigue and one named stamina. The fatigue bar would use a Daggerfall style system which requires sleep to refill, but drains very slowly and makes your character pass out if too low. The stamina bar would use an Oblivion or Morrowind style system, which refills quickly and directly affects your actions on the short term. I could see that working.
This would be awesome. They need to do it this way.

Seriously........you can miss in Oblivion?
I missed all the time when I tried that spin like a sugarplum fairy move. Why the hell was that in the game?
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Klaire
 
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Post » Thu May 06, 2010 7:34 pm

It was in the game to please the people that didn't like the combat in Morrowind and to be honest I never used special moves.
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Sierra Ritsuka
 
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Post » Thu May 06, 2010 9:05 am

I also think there should be two bars. One is called fatigue and should drain gradually when you don't sleep, don't eat. The other bar is called stamina and it drains when you fight and run. Fatigue won't restore until you sleep in a bed, while stamina restores quickly on it's own. When you run out of fatigue, you pass out or auto-sleep; when you run out of stamina you slow down and do less damage. There should be a way to let you override stamina limit and keep running or fighting effectively, but it'll Start to drain your fatigue quickly. This simulates combat high which makes you extra tired afterwards.
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jess hughes
 
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Post » Thu May 06, 2010 10:31 pm

Fatigue didn't refill automatically in Daggerfall so you had to sleep to refill it. If you ran out of fatigue, you collapsed and most of the time that resulted in dying.

It's not as frustrating as it sounds, it actually felt a lot more natural.

I'll go with the middle ground and pick Morrowind's system.
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Nana Samboy
 
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