Arrows Effect when hit

Post » Sat Apr 09, 2011 10:18 am

Despite normally playing as charter who use archery sporadically, I actually dislike arrow effects however they hit, even in a game where you can shoot lighting out your fingers them seem strangely unrealistic. I'd much rather be able to poison (deadly poison, not take off 5 health points every 2 seconds) or set fire to my arrows.
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Heather beauchamp
 
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Post » Sat Apr 09, 2011 7:21 pm

I definitely like the idea of crippling body parts except for the restoration thing. It should definitely be like in Oblivion where you'd just go into your inventory and drop them.
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Andrea P
 
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Post » Sat Apr 09, 2011 12:44 pm

I definitely like the idea of crippling body parts except for the restoration thing. It should definitely be like in Oblivion where you'd just go into your inventory and drop them.

Yeah thanks you like the idea of Crippling Body parts .It's actually weird when you have alot of arrows stuck and you pulling it out Maybe When you Pull arrows out from your Body you will start Bleeding like in Reality So you should use a Restoration spell to Stop you from Bleeding

Going to your inventory and drop them and Arrows are gone from your Body it's like Pulling out Arrows from your body so you should start Bleeding.IMO
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Pawel Platek
 
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Post » Sat Apr 09, 2011 2:56 pm

I agree with the hampered movement, and also with the instadeath headshot. Wen you get an arrow through the skull, you don't shrug it off.

I've always had this relatively simply idea about the archery skill in Elder Scrolls which I think would make perfect sense. Don't scale the damage on the character's proficiency in the skill, but rather, scale the character's accuracy on their proficiency in the skill. Anyone can aim a crosshair with a mouse or controller. But my idea is that, the lower a character's skill in archery, the more "spread" the arrow's trajectory relative to the crosshair. This is reflected in reality. The crosshair in the game represents where the character is intending to aim for, just as an archer in reality will look and aim were they intend to hit. However, there are always physical factors that may result in a miss, which are all governed by the individual's skill in archery. Thus, a low skill should result it more inaccurate shots, so that a character might only be able to hit close targets consistently, and then their shots get more and more accurate as the skill improves with time until they have 100% accuracy on the crosshair with a maxed out skill. (The "radius of inaccuracy", or margin of error asymptotically approaches zero as the skill approaches maximum value). Make sense ?
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Claire Vaux
 
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Post » Sat Apr 09, 2011 8:46 am

Bases on my above system, a 1 hit 1 kill headshot and maybe a 2 hit kill on the chest or torso would make sense logistically, since any hit would be statistically harder to land with a low skill
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Michelle davies
 
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Post » Sat Apr 09, 2011 6:44 pm

I agree with the hampered movement, and also with the instadeath headshot. Wen you get an arrow through the skull, you don't shrug it off.

I've always had this relatively simply idea about the archery skill in Elder Scrolls which I think would make perfect sense. Don't scale the damage on the character's proficiency in the skill, but rather, scale the character's accuracy on their proficiency in the skill. Anyone can aim a crosshair with a mouse or controller. But my idea is that, the lower a character's skill in archery, the more "spread" the arrow's trajectory relative to the crosshair. This is reflected in reality. The crosshair in the game represents where the character is intending to aim for, just as an archer in reality will look and aim were they intend to hit. However, there are always physical factors that may result in a miss, which are all governed by the individual's skill in archery. Thus, a low skill should result it more inaccurate shots, so that a character might only be able to hit close targets consistently, and then their shots get more and more accurate as the skill improves with time until they have 100% accuracy on the crosshair with a maxed out skill. (The "radius of inaccuracy", or margin of error asymptotically approaches zero as the skill approaches maximum value). Make sense ?


I think this is fair enough, though I think it would have to be very carefully implemented so as not to drastically effect accuracy -- otherwise using a bow and arrow in-game would no longer be fun, just frustrating as your character occasionally misses a shot that they obviously shouldn't miss.

Also, I think an enemy shot anywhere (except the arms perhaps), not just in the leg, should be slowed down. Less so than in the leg, but the crippling pain of an arrow lodged in your abdominals will slow you down.
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Daniel Holgate
 
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Post » Sat Apr 09, 2011 10:56 am

They said arrows are going to be much more powerful now, as in, 2 arrows in the average creature/human/mer and they are down. A berserk Nord or Minotaur could take like 4 or 5. But an arrow to the eye, there is going to be more than just a vision decrease.

It would be cool that when your wearing heavy armor there is a chance for the arrow to deflect, leaving only a dent and a sore body part.
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Maeva
 
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Post » Sat Apr 09, 2011 9:54 am

I think this is fair enough, though I think it would have to be very carefully implemented so as not to drastically effect accuracy -- otherwise using a bow and arrow in-game would no longer be fun, just frustrating as your character occasionally misses a shot that they obviously shouldn't miss.

Also, I think an enemy shot anywhere (except the arms perhaps), not just in the leg, should be slowed down. Less so than in the leg, but the crippling pain of an arrow lodged in your abdominals will slow you down.

A good idea, however upon further thought I would like to amend the hampered movement. I don't think your character should be physically limited in movement after they are shot, but rather, if your character runs with an arrow lodged in them they should constantly lose health, with walking substantially lessening the rate of health loss. My rationale for this is that for all we know, a warrior struck by an arrow might be so high on adrenaline he might just be willing to ignore the initial pain and charge towards his attacker, at the risk of bleeding or opening the wound more. Maybe your character should only be physically hampered when shot in the kneecap or foot.
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Len swann
 
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Post » Sat Apr 09, 2011 3:04 pm

They said arrows are going to be much more powerful now, as in, 2 arrows in the average creature/human/mer and they are down. A berserk Nord or Minotaur could take like 4 or 5. But an arrow to the eye, there is going to be more than just a vision decrease.

It would be cool that when your wearing heavy armor there is a chance for the arrow to deflect, leaving only a dent and a sore body part.

They should Reflect but not Always
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Rachel Tyson
 
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Post » Sat Apr 09, 2011 5:36 pm

Pretty sure if anyone takes an arrow anywhere and it enters the body they drop to the ground and scream in pain, would be pretty realistic...ya know. None of those examples really add to realism.

:lol:
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April
 
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Post » Sat Apr 09, 2011 4:59 pm

Pretty sure if anyone takes an arrow anywhere and it enters the body they drop to the ground and scream in pain, would be pretty realistic...ya know. None of those examples really add to realism.


Sure, if you shoot an unsuspecting person walking along the street. But if you shoot at a person who's pumped up on adrenaline, the arrow wouldn't have as much of an affect. Many people who get shot by a small caliber firearm don't even realize that they've been shot until quite a while after the attack (of course, that depends on where they were hit), once the adrenaline starts to wear down. The weird thing is that you should know this, since you're supposedly in the United States Army.
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c.o.s.m.o
 
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Post » Sat Apr 09, 2011 4:26 am

way too Fallout like
nice idea but no support from me
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Monika
 
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Post » Sat Apr 09, 2011 12:37 pm

Sure, if you shoot an unsuspecting person walking along the street. But if you shoot at a person who's pumped up on adrenaline, the arrow wouldn't have as much of an affect. Many people who get shot by a small caliber firearm don't even realize that they've been shot until quite a while after the attack (of course, that depends on where they were hit), once the adrenaline starts to wear down. The weird thing is that you should know this, since you're supposedly in the United States Army.


For every case of someone pumped on epinephrine not feeling a thing for a short while, there are 10 people who are just as pumped on epinephrine that are brought straight to the ground in agony. There are way too many variables to be taken into account here. In many cases epinephrine release and 'fight or flight response' can almost completely dull pain, however this isn't as common as you might think, and the effects of epinephrine are greatly exaggerated in popular culture. i.e. Hollywood.
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Mrs shelly Sugarplum
 
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Post » Sat Apr 09, 2011 4:04 pm

Crippling enemies would be enough for me.

I'd love it if you could hit say a deer with an arrow and fall on the ground dying instead of dead, then you can go up with a dagger and end its suffering. This is more of a dream and I won't be upset if it isn't in the game. If it was though . . . :twirl:
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David Chambers
 
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Post » Sat Apr 09, 2011 2:25 pm

Crippling enemies would be enough for me.

I'd love it if you could hit say a deer with an arrow and fall on the ground dying instead of dead, then you can go up with a dagger and end its suffering. This is more of a dream and I won't be upset if it isn't in the game. If it was though . . . :twirl:

Should Depend where you shot the Deer
When you shoot at their legs they fall down something like that When you shot a Deer on their Head It's an Instant kill something like that would be good
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Teghan Harris
 
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Post » Sat Apr 09, 2011 3:19 pm

You mean getting crippled? Just like in Fallout 3? It's fine by me LOL. The funny part in Oblivion is that arrows pierces through your head and you're still not dead. Did they fix that? XD
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Christine
 
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Post » Sat Apr 09, 2011 6:16 pm

You mean getting crippled? Just like in Fallout 3? It's fine by me LOL. The funny part in Oblivion is that arrows pierces through your head and you're still not dead. Did they fix that? XD

I am Hoping they will fix that
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sam
 
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Post » Sat Apr 09, 2011 2:26 pm

Well we definitely will receive some improvements over Oblivion archery,
some of features can be done as leveled perks in marksman skill,
but mostly all of parameters manipulation can be done with enchanting and poisons in vanilla
all other better to left for modders, they have more time to make it better, leave them base for parameters manipulation and great mods like
Duke Patricks - Combat Archery
http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery/
Will be done.
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Mackenzie
 
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Post » Sat Apr 09, 2011 7:55 pm

I've made another thread discussing this type of situation (if you wanna take a look): http://www.gamesas.com/index.php?/topic/1179804-rpg-evolving-game-mechanics/

I'll give my opinion on some of the subjects in this topic:

1. Concerning the arrows having different effects depending on where you hit them should definitely be in the game. I agree that a arrow in your head should mean death. It adds a enormous value to the game.. it takes the control from the player and gives a sort of random event effect to the game. You can be perfectly combat capable and a unlucky arrow in the head toke you out. It increases the adrenaline because you are aware that you can easily die. It also makes the way you approach certain areas of the game differently because if you go into a danger zone then you must be aware for ambushes, instead of how you would typically act "I'm running around.. take a arrow in the head and after that i charge at the enemy while his figuring out what part of my body could my brain be located then.

2. I definitely think the same should be with melee weapons. It gives a great flavor to the combat and it makes combat more enjoyable and more rewarding due it being considerably harder. I would trade fewer combat encounters to a more flavored combat system that made me enjoy every encounter i had.

3. We are not exactly looking for realism with this tbh.. my main reason is making the game even more challenging. I don't want necessarily want these things because they are more real but because they are more fun!
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Sunnii Bebiieh
 
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Post » Sat Apr 09, 2011 9:14 am

I'd love to see enchanted arrows, but those examples in the first post aren't well thought-out, to be honest.
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K J S
 
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