The Combat Thread

Post » Sat Nov 14, 2009 4:47 am

So we all know combat isn't the best in The Elderscrolls so far. So here's a thread to discuss it in general.

Honestly, besides no more kiting (no more full speed running backwards) I'd like to see a dodge. Just tap jump button plus a direction that isn't forward. That and more timing, such as block knocking an enemy off balance if you time it just as they swing. As for ranged weapons, moving should really throw off your aim (based on skill). But I'd like to see it more "arrow goes off randomly" rather than aim waving about. Combined with needing to release right after you draw unless you want your aim to be thrown off, just as in real archery, might make ranged combat a lot more exciting.
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Stat Wrecker
 
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Post » Sat Nov 14, 2009 4:01 am

So we all know combat isn't the best in The Elderscrolls so far. So here's a thread to discuss it in general.

Honestly, besides no more kiting (no more full speed running backwards) I'd like to see a dodge. Just tap jump button plus a direction that isn't forward. That and more timing, such as block knocking an enemy off balance if you time it just as they swing. As for ranged weapons, moving should really throw off your aim (based on skill). But I'd like to see it more "arrow goes off randomly" rather than aim waving about. Combined with needing to release right after you draw unless you want your aim to be thrown off, just as in real archery, might make ranged combat a lot more exciting.


Sounds good, call up the devs and tell em to do it.
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ILy- Forver
 
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Post » Sat Nov 14, 2009 2:03 am

I think the AI should be updated to reflect different combat tactics based on the NPCs class or even weapon. For example: Mages and Archers are more likely to take cover and try to place obstructions between you and them, because they are awfully squishy and hate being hit. Assassin-like npcs might just run away altogether until you lose sight of them, at which point they'll try to covertly take you out (again).
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Karl harris
 
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Post » Sat Nov 14, 2009 4:37 am

I'd also like to see some rudimentary group AI. If you're facing two marauders, one melee and one ranged against you as a warrior, the melee should be mostly defensive, making sure you can't attack the archer. In the meantime the archer can fire at you from safety knowing that his pal will attack you if you come too close.
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Vicky Keeler
 
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Post » Sat Nov 14, 2009 9:06 am

I'd also like to see some rudimentary group AI. If you're facing two marauders, one melee and one ranged against you as a warrior, the melee should be mostly defensive, making sure you can't attack the archer. In the meantime the archer can fire at you from safety knowing that his pal will attack you if you come too close.


Yay AI!
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MarilĂș
 
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