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

Post » Thu May 06, 2010 5:39 am

how do you justify a meter called fatigue that goes down the more actions you perform. it should either fill up or rename it to stamina or something. this drives me absolutely bonkers. and its been unchanged for morrowind and oblivion. someone can comment on whether it was like that in daggerfall as well since i dont know.

"wow.....moving all those heavy rocks sure took away all of my fatigue." that sounds like something a foreign person would say after two weeks of english classes.
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Sarah Bishop
 
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Post » Thu May 06, 2010 6:38 am

Fatigue should definitely be fixed, but in more ways than the name, which is more of a trivial problem. Fatigue went from being very important in Morrowind to meaningless in Oblivion. A return to MW would be welcome.
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Stephanie I
 
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Post » Thu May 06, 2010 1:46 pm

how do you justify a meter called fatigue that goes down the more actions you perform. it should either fill up or rename it to stamina or something. this drives me absolutely bonkers. and its been unchanged for morrowind and oblivion. someone can comment on whether it was like that in daggerfall as well since i dont know.

"wow.....moving all those heavy rocks sure took away all of my fatigue." that sounds like something a foreign person would say after two weeks of english classes.



:foodndrink: :icecream: :thumbsup: :goodjob: :touched:

been waiting for someone to bring this point up :hugs:

Fatigue should be a condition in all sense.
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bimsy
 
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Post » Thu May 06, 2010 6:18 pm

someone can comment on whether it was like that in daggerfall as well since i dont know.


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.
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bonita mathews
 
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Post » Thu May 06, 2010 7:41 pm

I do want them to make it an important factor again, they might as well have scrapped fatigue in Oblivion because it played a small role and wasn't all that important in combat and such.
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Shelby McDonald
 
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Post » Thu May 06, 2010 9:03 am

Fatigue went from being very important in Morrowind to meaningless in Oblivion. A return to MW would be welcome.

I second your opinion.
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Nick Tyler
 
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Post » Thu May 06, 2010 7:12 pm

Fatigue was perfect in Oblivion and I wouldn't change it at all. If you swing your sword too many times your fatigue meter gets low and you do less damage. Thats a good thing.
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cassy
 
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Post » Thu May 06, 2010 7:58 am

Fatigue should definitely be fixed, but in more ways than the name, which is more of a trivial problem. Fatigue went from being very important in Morrowind to meaningless in Oblivion. A return to MW would be welcome.


Ya I remember thinking that the first time I played oblivion, but while MW's had a better system of fatigue than oblivion I still don't think it's the best way to deal with stamina.
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Becky Palmer
 
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Post » Thu May 06, 2010 8:11 am

Morrowind dealt better with fatigue. I mean come on, in Oblivion you can run like a damn machine, it's so unnatural. The horses would have been way more useful if the sprint wasn't endless.
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jessica robson
 
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Post » Thu May 06, 2010 10:57 am

Fatigue should definitely be fixed, but in more ways than the name, which is more of a trivial problem. Fatigue went from being very important in Morrowind to meaningless in Oblivion. A return to MW would be welcome.
It was the same, really.

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.
It was a cool system, it meant people couldn't go without sleep for years like they can in oblivion.

I want both Daggerfall's and Oblivion's fatigue bars. The daily fatigue bar should only be raised by resting.
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Marilú
 
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Post » Thu May 06, 2010 3:46 pm

Im thinking that 2 bars should be used. Fatigue like in Daggerfall, and a stamina bar that works like in Demon's Souls.
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Liv Brown
 
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Post » Thu May 06, 2010 1:47 pm

Shouldn't Fatigue be measured by the amount of Endurance instead of your Willpower. Since if someone has a high endurance wouldn't that mean a high fatigue. If Fatigue is changed in Skyrim that would be the 1st thing I'd do make it measured by Endurance instead of Willpower.
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Leilene Nessel
 
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Post » Thu May 06, 2010 9:09 pm

Shouldn't Fatigue be measured by the amount of Endurance instead of your Willpower. Since if someone has a high endurance wouldn't that mean a high fatigue. If Fatigue is changed in Skyrim that would be the 1st thing I'd do make it measured by Endurance instead of Willpower.

its measured by a combination of several attributes, and willpower would play a part to some degree -> your body may be aching, but your mental toughness keeps you going
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Rusty Billiot
 
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Post » Thu May 06, 2010 12:19 pm

Has there actually been any suggestion on this form that is not immediately answered with:

"A return to MW would be welcome. "


Some people need to be open to the possibilty that there may be better ways of doing things than MW did.
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Elizabeth Falvey
 
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Post » Thu May 06, 2010 8:09 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.
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sally coker
 
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Post » Thu May 06, 2010 7:03 pm

It was the same, really.


Uhm, no. Constantly running depleted fatigue, which again had more severe consequences for combat performance.
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Allison Sizemore
 
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Post » Thu May 06, 2010 8:35 am

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.


Doesn't work like that. That "combat high" you're talking about might enhance physical performance in some cases (tho not all), but it isn't a replacement for stamina (Besides, it affects your opponent too). Physical exhaustion can still be a major problem in combat, and it has recieved quite a lot of attention because of the impact "fatigue" has on combat performance.

Falling over when exhausted is quite realistic - as long as you're exhausted enough. Granted, this takes continuous effort over quite some time, but it isn't unheard of. If the "realistic" aspect is called for, players should be punished much more severely for allowing fatigue to deplenish.
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Emily Jones
 
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Post » Thu May 06, 2010 1:13 pm

I think Oblivion's system was just tweaked wrong. If you have ever looked at the damage formula, you will realize why fatigue is so important.
Taken from UESP:
Damage = WeaponRating * (Fatigue / MaxFatigue + 1) / 2 * SneakMultiplier * PowerAttackMultiplier * OpponentArmorRating * OpponentWeaponResistance

Empty fatigue halves your damage. We just needed fatigue to drain quicker in combat so that potions actually have a use. It should also get a name change. Not feeling creative today, so I'll suggest Stamina.
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Oscar Vazquez
 
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Post » Thu May 06, 2010 3:42 pm

Doesn't work like that. That "combat high" you're talking about might enhance physical performance in some cases (tho not all), but it isn't a replacement for stamina (Besides, it affects your opponent too). Physical exhaustion can still be a major problem in combat, and it has recieved quite a lot of attention because of the impact "fatigue" has on combat performance.

Falling over when exhausted is quite realistic - as long as you're exhausted enough. Granted, this takes continuous effort over quite some time, but it isn't unheard of. If the "realistic" aspect is called for, players should be punished much more severely for allowing fatigue to deplenish.


I don't disagree with you. Fatigue has a great effect on combat i know that. I just don't know if there's a better way to quantify it than a meter. Fatigue is something that builds over time. Collapsing and what not isn't the answer. I believe extremely sluggish movement, very low damage attacks and maybe an unresponsive player would be more 'accurate'. Passing out is more accurate than collapsing and getting right back up. That being said from a gaming standpoint, passing out would svck. Unless when you pass out, certain bandits or enemies kill you, take you prisoner, torture you? That'd be exciting.
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marina
 
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Post » Thu May 06, 2010 7:10 am

Morrowind dealt better with fatigue. I mean come on, in Oblivion you can run like a damn machine, it's so unnatural. The horses would have been way more useful if the sprint wasn't endless.


Yeah....no. Morrowind made fatigue tedious. Everything made fatigue drain and it would cause unnecessary deaths like if I jump into a river running from a strong mob, I have low fatigue and then a fish attacks me and takes the rest of my fatigue well I can't move now, oops you drowned.... Neither Morrowind nor Oblivion dealt with Fatigue well. Morrowind made it too important and Oblivion made it unimportant most of the time. We need a good balance with it. One of the things that make Daggerfall such a good game is you had quite a bit of fatigue but if you ran out you were doomed but you weren't always pressed with having no fatigue *cough* Morrowind *cough*

how do you justify a meter called fatigue that goes down the more actions you perform. it should either fill up or rename it to stamina or something. this drives me absolutely bonkers. and its been unchanged for morrowind and oblivion. someone can comment on whether it was like that in daggerfall as well since i dont know.

"wow.....moving all those heavy rocks sure took away all of my fatigue." that sounds like something a foreign person would say after two weeks of english classes.


Maybe the bar fills from right to left with a clear color? Yeah never thought that maybe it doesn't always have to be left to right!!!!
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Aaron Clark
 
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Post » Thu May 06, 2010 8:31 pm

It was the same, really.


I don't know what two games you played, but until low fatigue makes you miss in Oblivion, they are definitely not the same. Hell, until low Fatigue has any really noticeable effect in Oblivion, for that matter.

I do want them to make it an important factor again, they might as well have scrapped fatigue in Oblivion because it played a small role and wasn't all that important in combat and such.


Let's be honest here, combat wasn't all that important in combat in Oblivion. :rolleyes: Maybe if it was ever possible to oh, I don't know, miss? (Which low fatigue would make you do in Morrowind, by the way.)


But this was all in the dim past, before the game was *cough* "streamlined." :sick:
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Emily Jones
 
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Post » Thu May 06, 2010 1:31 pm

I want both Daggerfall's and Oblivion's fatigue bars. The daily fatigue bar should only be raised by resting.


Your voice is ambrosia! Exactly what I want.

Let's be honest here, combat wasn't all that important in combat in Oblivion. :rolleyes: Maybe if it was ever possible to oh, I don't know, miss? (Which low fatigue would make you do in Morrowind, by the way.)


I've missed a million times in Oblivion, let's not pretend you can't.
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Valerie Marie
 
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Post » Thu May 06, 2010 6:58 pm

Just get rid of fatigue all together. I dont care if its "realistic" its just tedious and annoying. I dont play video games to act out real life.
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Brian LeHury
 
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Post » Thu May 06, 2010 11:22 am

Just get rid of fatigue all together. I dont care if its "realistic" its just tedious and annoying. I dont play video games to act out real life.


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:
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Austin Suggs
 
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Post » Thu May 06, 2010 11:32 pm

Let's be honest here, combat wasn't all that important in combat in Oblivion. :rolleyes: Maybe if it was ever possible to oh, I don't know, miss? (Which low fatigue would make you do in Morrowind, by the way.)


But this was all in the dim past, before the game was *cough* "streamlined." :sick:
[/quote]

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...
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Carlitos Avila
 
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