Critical Hits

Post » Sat Jan 15, 2011 12:26 am

Well before everyone of you start yelling "critical hits is a fallout thing not a tes thing", let me first explain to you what critical hits feature does to your gaming experience.

Do you remember, when you were playing oblivion, you are facing a pretty touch monster, and you slash him with your sword, over, and over, and over and over and over... and you watch the monster's health bar drop pixel by pixel...

yea you all know what I mean. that's what happens when the combat isn't modeled with critical hits feature. Critical hits actually simulates area attacks, such as heart shots, headshots, chopping the neck, kicking in the groin... It gives you chances to deliver a large amount of damage. it makes every fight different, sometimes you are lucky and kill quickly and other times slowly. without critical hits, you are going to get the same fight every time, just seesawing with your enemy and see whos health drops to zero first.

I do acknowledge that there's the sneak attack sort of "critical hits", but what about warrior type characters? what about mages?

Do you agree?
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Fri Jan 14, 2011 10:05 am

Crits were also in Morrowind. So it's nothing that TES hasn't done before :P

Also maybe link it to the Luck skill, assuming it's still around.
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Fri Jan 14, 2011 6:00 pm

Crits were also in Morrowind. So it's nothing that TES hasn't done before :P

yea why did they remove from oblivion...
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Fri Jan 14, 2011 12:15 pm

I thought Morrowind had critical hits as well? *edit* Ok I thought so.

I would not be opposed to seeing them, but I would much rather see area dependent damage. Not so much as in going for head shots all the time but if I stab a guys shoulder it becomes injured and his attack is then less. That however I believe is a Fallout thing.(Not necessarily a bad thing)
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Fri Jan 14, 2011 3:14 pm

I've suggested critical hits for a long time.
I want critical hit and critical failure back in the game, I want damage to be an interval rather than a set number. These would allow stats and character skills to have more influence on combat without taking control away from the player.

I want power attacks to be something that you can learn on all times, but that an successful power attack is determined by your skill with that type of weapon. It doesn't have to be power attacks either, it can be fighting styles, or a combination of attacks as well. The chance of failure could then be 0% when you reach the appropriate skill level. This would mean that you don't just magically learn a new ability over night, because you leveled up. This could apply to magic as well, so that you don't have to "unlock" certain high level spells.

Examples:

Critical failure could be something which was relatively high with a skill below 25, but gradually decreasing as you near lvl 25.
Again the same could apply with Critical Hit, only in the other end of the skill level scale.

Basically all Critical failure and Critical success could be applied to all skills, giving stats and skills greater impact on behavior where they are required.

User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Sat Jan 15, 2011 12:19 am

Morrowind's critical hits were the same as Oblivion's sneak attack damage multipliers. Critical hits like he's talking about are the Daggerfall style where Critical Strike was a skill, and it helped warriors immensely with combat. I'm all for it.
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Fri Jan 14, 2011 11:47 am

Critical Strike was in Daggerfall...
User avatar
Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Sat Jan 15, 2011 1:12 am

I'd like it back. Yes.
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Fri Jan 14, 2011 8:10 pm

For the new game, I'd do it as an equation of your weapon skill and weapon against their dodge skill and armor. If their dodge isn't great, their armor makes up for it. The higher your combination is against their combination, the greater the chance is that you'd perform a critical strike.

So if you're using a Mithril longsword and they're using steel armor, your sword skill is 70, their dodge ability is 40, you'd have maybe a one in three chance of getting a critical hit. This means less skilled enemies get mowed down quicky, and it would take you more effort to take down a skilled enemy. The more hits they take, the less able they are to dodge. This is what softening them up with a bow is good for.
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Fri Jan 14, 2011 10:46 am

Anything that makes fights faster is good with me.
The beginning of Oblivion was great, you could hit a goblin with a warhammer and see him crumple with the blow. But as the game goes on it enemies just seemed to get more and more and more health, but the difficulty didn't change too much
Spending 10 minutes hacking away at an enemy, blocking, hacking away, blocking, hacking, blocking, is not fun.
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Fri Jan 14, 2011 7:27 pm

....So you think criticals are a Fallout specific feature? *facepalm*
User avatar
Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Fri Jan 14, 2011 10:18 am

....So you think criticals are a Fallout specific feature? *facepalm*
Actually he said otherwise in the OP. His mention of Fallout was to keep people from coming in here and saying "Noooo don doo fallouts in my tes!!!!". He sorta had the opposite problem because of it.
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Fri Jan 14, 2011 10:19 pm

Do you think there will be crit chance if they have Crit?
User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Fri Jan 14, 2011 7:36 pm

Actually pounding away on their heavy armor should increase our chances to make a critical hit. Making a big bump on a plate with a mace could mean the next blow makes another bump, or strikes a critical as it hits same location and armor there is no longer effective. Go up close and personal with a dagger, and you may find a weakspot in his armor that allows bypassing the armor after it is "softened up". Still don't think bow & arrow (& throw) should be much effective against steel plated armor at all. Maybe more magical arrows, and certainly no hit magic on the bow itself (since it's not in contact with the enemy... hopefully :D)

This does make it quite easy to score criticals (not same as fatals btw). So if this is the positive side, why not have fumbles? I mean, if you score lowest possible in a 1d100, you deserve what's coming. Imagine all the fun :) Now imagine Hoblak the Unlucky being on a fumble streak rolling lowest possible several times in a row. Yeah it's happened. Yeah, it had fatal consequences for some in my party. Yeah they hid next time my character swung his sword :D Ahh, good times, lol :D
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Sat Jan 15, 2011 12:30 am

We don't know what the new combat system will look like. From what I heared, it might be quite heavily inspired by Dark Messiah, and in that case, there'd be plenty of critical-hit-esque things.
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Fri Jan 14, 2011 5:49 pm

They aren't a fallout thing, they are in almost all RPGs.

I'm all for it, it would add more true RPG combat/dice rolls without sacrificing any of the action.
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Fri Jan 14, 2011 9:55 pm

Actually he said otherwise in the OP. His mention of Fallout was to keep people from coming in here and saying "Noooo don doo fallouts in my tes!!!!". He sorta had the opposite problem because of it.


Good point, misread/half-a**ed reading the whole thing up to that point. Or misinterpreted. Spot on, he kind of threw me and others off in his wording and presenting criticals as a feature to be implemented with hard work rather than just a returning factor.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm


Return to V - Skyrim