"Magnetism" in combat

Post » Thu May 19, 2011 11:15 am

they jump in front of you.

If you don't swing daedra slaughter them so :shrug:



If you time your hits your most likely not going to hit them, and you most certainly won't hit them enough to kill them. Like I said the combat system in OB trains you to randomly swing your weapon at things until they stop moving. With the more intelligent AI and better combat system auto-aim won't be necessary in the first place.
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Nikki Hype
 
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Post » Thu May 19, 2011 10:02 am

I think itll be actually pretty light in terms of "magnatism", It will probably just make combat more responsive, IE, actually feeling the hit and seeing the enemy responding accordingly. I doubt itll take more than a nudge on the joystick to move the enemy lock away
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x_JeNnY_x
 
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Post » Thu May 19, 2011 2:16 am

Sounds like something that would probably be an option in the menu if you find it hard to aim for whatever reason. It better be anyway, I don't like the idea of the game doing things for me. If I accidently hit a companion because they gt in the way I want it to do so because that's my mistake and I should have consequences to doing that. If that was such a huge problem why not fix the AI to keep a better distance during battle.
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ashleigh bryden
 
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Post » Thu May 19, 2011 8:16 am

I've had a couple "Oh crap I hit a team mate" moments, but its really not much of a problem for me. And I don't really care much if combat is magnetized or not. Don't think its going to annoy me all that much. I see it being more for the finishing moves so that your character doesn't grab at their shoulder and stick their hand through the upper chest while the dagger impales thin air because you weren't standing at the exact spot you needed to be at.
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Brandon Bernardi
 
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Post » Thu May 19, 2011 6:41 am

If you time your hits your most likely not going to hit them, and you most certainly won't hit them enough to kill them. Like I said the combat system in OB trains you to randomly swing your weapon at things until they stop moving. With the more intelligent AI and better combat system auto-aim won't be necessary in the first place.


I was exaggerating for effect. I maybe hit a guard once or twice, but there's really nothing you can do about it. Even if you're actively watching for them they have a habit of sneaking up in front of you while you're swinging, and just proves the need for this magnetism. It's for the AIs own good.
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Sammi Jones
 
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Post » Thu May 19, 2011 1:10 am

I was exaggerating for effect. I maybe hit a guard once or twice, but there's really nothing you can do about it. Even if you're actively watching for them they have a habit of sneaking up in front of you while you're swinging, and just proves the need for this magnetism. It's for the AIs own good.



I personally think better AI is a better fix.
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helliehexx
 
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Post » Thu May 19, 2011 3:42 am

I was exaggerating for effect. I maybe hit a guard once or twice, but there's really nothing you can do about it. Even if you're actively watching for them they have a habit of sneaking up in front of you while you're swinging, and just proves the need for this magnetism. It's for the AIs own good.

It's mostly the AI at fault though or at least it seems that way to me because I never hit friendlies accidentally for any other reason than they walked in front of me. So I don't get why not improve the AI (lord knows it needed it anyway) rather than giving the player "magnetism".

edit:somewhat ninja'd :ninja:
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Wanda Maximoff
 
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Post » Thu May 19, 2011 1:14 am

I personally think better AI is a better fix.


Better AI would certainly be a step towards fixing the problem, but no matter how good the AI is, it will still wander into your way from time to time. It'd be nice if we never had the opportunity to see the magnetism in action at all, but it's called artificial intelligence for a reason.
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Anna Kyselova
 
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Post » Thu May 19, 2011 5:46 am

I like the sound of it. This is an action RPG not some hack and slash FPS. I'm also hoping walking around next to things doesn't cause the character to knock items all over the place like a klutz as it was in Oblivion.
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Chris Ellis
 
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Post » Thu May 19, 2011 4:17 am

As long as theres an option to turn this aim assist garbage off I wont care.

Same here.
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Rachyroo
 
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Post » Thu May 19, 2011 8:46 am

i thought i heard somewhere that it only takes effect in large scale battle situations
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Siobhan Wallis-McRobert
 
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Post » Thu May 19, 2011 6:10 am

they jump in front of you.

If you don't swing daedra slaughter them so :shrug:

exactly!
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Flutterby
 
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Post » Thu May 19, 2011 8:30 am

Miracles.


Seriously though, I think Magnetism in combat is misunderstood right now. I'm fairly certain it's not going to be a "Homing attack" like many people are assuming. I just think, in battles where there are allies an enemies (Since we now know Companions are going to be more common), if your companion or ally happens to get "Near" your target, as is very common in melee, the game's combat will never strike the ally as long as their "Hit box" occupies the same space as a hostile target.

So the only real way you'll notice it, is if in a battle, you decide to intentionally attack your ally. If he's too close (IE right next to) the combat engine will register your weapon colliding with the original hostile target instead.

That's how I interpret it anyway. I'm pretty sure if it was Auto-sighting, it'd be called auto-sighting.

I think it will be something like this. People are probably worried unnecessarily.
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Blaine
 
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Post » Thu May 19, 2011 2:43 am

I think it will be something like this. People are probably worried unnecessarily.


If it was as simple as not hitting your friends when they're in the way, they would probably use a different term. When I hear the term "Magnetism" used, it makes me think of attraction. So to me, that suggests it will be a soft lock, as opposed to a hard lock. Instead of locking onto a target and following them in combat, if you're attack is directed near the enemy, it will be directed towards them. That's how I interpret it, anyways.
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IM NOT EASY
 
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