Mods with hand-placed loot and enemies?

Post » Tue May 17, 2011 12:46 am

Like I said, gamers like to think so, but this is not really so much the case.

What you are talking about is more in the category of dodging (which is a combination of evading, deflecting and retracting from the force of the blow) NOT "armor wearing skill". In combat you would do this whether you have armor on or not, wearing armor helps because it absorbs force, but that makes it armor not a "skill".

I know it seems logical (what you are saying) and that is part of why it has been a misconception for so long in Melee combat games.
But the fact is that there is no such "armor wearing skill" taught in Melee combat. Not in historical manuscripts and not in heavy weapons martial arts such as in the SCA.

But I do not wish to debate this further, I am not feeling up to it. It is your mod so do what you like as you need to be happy with it not me right?

As to the shield, the main difference would be durability. A wood shield and steel shield both block the same sword blow equally. Otherwise it would be a "plank of wood" not a "shield". But the steel shield is expected to last longer.

Now if we could use damage types in this game it would be a different story altogether. In general wood blocks arrows better than steel pound for pound. It has to do with the way wood absorbs the kinetic energy differently than steel does. And wood stops the heat of fire much better than steel, but wood will not last nearly as long as steel while doing so. But this is all very moot because Oblivion cannot/does not evaluate different damage types.

BTW Oblivion does not do locational hits, armor damage is done randomly by the game. There is no collision detection for individually parts of armor. That is why several modders including myself have had to make locational hit mods.

I am going back to bed, good luck with this, this is indeed a good mod concept, it is just that it cannot be done "right" with the tools available at this time. But you only need to get it to "feel right" in YOUR game, that is what is important for you if you are going to make the mod.


Spooky, you are of course correct in saying that no 'armor wearing skill' was taught in reality (but then this is a game, and an rpg - realism is going to limited by definition here). Though it did take training to fight in something like full plate (just the very limited field of vision would require getting used to), it was not a major area that needed extensive training (unlike say archery, which was often taught from childhood) and it did not follow patterns gamers expect - so for example, chainmail was often far more cumbersome to fight in than full plate (nor was chainmail a 'light' armor !!), and knights in full plate certainly werent the cumbersome, slow beasts we gamers expect. It may well be a misconception that gamers hold, but i certainly do not want to keep 'armor skills' relevant for that reason - you have to remember that, ultimately, this is just a game, and i want to make some compromises to keep it as such. I dont want a fully 'realistic' (as if it were possible) portrayal of medieval combat (mount and blade and numerous other games can do that) combat that is frustrating or does not fit the game. What i want is rebalance, and broadening, of the mechanisms behind this area of the game to be a bit more rewarding, interesting and to give players choices other than about what cosmetic effect they would like to wear.

Also, having daedric armor on level 1 players give the same AR as on a high level character (something like 75, 25/100 damage going through) would probably totally mess up the game's balance (and frankly that overrides any realism consideration). Its just pragmatic choice vs ideal vision.

If we had the power to make deep changes, we could explore many of the ideas we have brainstormed here - wood vs steel shields and fire/heavy blows etc. But at the moment, focussing on a few simple but interesting ideas is probably a better place to start
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Claudia Cook
 
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Post » Tue May 17, 2011 4:26 am

Hypothetically, how would a shield fit into the damage blocking equation with your rebalance system? I am new to this, and I do not make mods, but I kind of missed out on how the shield would factor into the damage dealing equation with this system.
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Kate Murrell
 
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Post » Tue May 17, 2011 11:04 am

A shield has two seperate uses.

The first use is the obvious - you can use it to initiate a block and block damage from a blow. Shields block more damage than weapons used to block, making them the best equipment for blocking.

The second use is indirect. Wearing a shield is a piece of armor, and adds to your overall AR. So if you take off a shield, such as when you have to use a two handed weapon, you are unequipping the shield and losing its armor bonus, and its basically as if you were using worse armor.

Now the trouble is that shields add quite a lot to AR, and losing them with two handed weapons (and at high AR levels, at least without a neutral AR scale) means you suffer quite a lot. So i wanted to reduce, say, halve, the AR bonus shields give you, and distribute it instead between the other armor pieces.

As far as i am aware, shield's AR does not affect how well they block damage in their first use - only through their contribution to overall armor rating.


On an unrelated note, to those saying there are some tough enemies in the game - i just ran across one, a corrupted sylvan ranger sorcerer at level 22 (im level 2). Fortunately his marksman was very poor, and after a very, very long battle where i ran up and down the levels of a fort, i was able to kill him because he failed to heal often enough. Nonetheless, it was quite an overmatch
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Michelle Smith
 
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Post » Tue May 17, 2011 9:43 am

A shield has two seperate uses.

The first use is the obvious - you can use it to initiate a block and block damage from a blow. Shields block more damage than weapons used to block, making them the best equipment for blocking.

The second use is indirect. Wearing a shield is a piece of armor, and adds to your overall AR. So if you take off a shield, such as when you have to use a two handed weapon, you are unequipping the shield and losing its armor bonus, and its basically as if you were using worse armor.

Now the trouble is that shields add quite a lot to AR, and losing them with two handed weapons (and at high AR levels, at least without a neutral AR scale) means you suffer quite a lot. So i wanted to reduce, say, halve, the AR bonus shields give you, and distribute it instead between the other armor pieces.

As far as i am aware, shield's AR does not affect how well they block damage in their first use - only through their contribution to overall armor rating.


On an unrelated note, to those saying there are some tough enemies in the game - i just ran across one, a corrupted sylvan ranger sorcerer at level 22 (im level 2). Fortunately his marksman was very poor, and after a very, very long battle where i ran up and down the levels of a fort, i was able to kill him because he failed to heal often enough. Nonetheless, it was quite an overmatch

...a normal occurrence in the life of an OOO or FCOM user...

Thank you for the explanation about the shield. It seems to me that the shield should not effect your armor rating at all. The important thing is whether or not you use it to block. A shield hanging at your side leave you in the same place as the guy without it in battle. It is just an extra weight then..
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kelly thomson
 
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Post » Tue May 17, 2011 2:27 pm

...a normal occurrence in the life of an OOO or FCOM user...

Thank you for the explanation about the shield. It seems to me that the shield should not effect your armor rating at all. The important thing is whether or not you use it to block. A shield hanging at your side leave you in the same place as the guy without it in battle. It is just an extra weight then..


Thats right, especially when, at say AR 80, taking off a shield worth 10 AR would make your armor 50% worse! It really hurts two handed weapon users.

Btw, i am now trying out the mod that was linked earlier that makes the AR scale more neutral. Its a very positive change imho; at the moment, instead of blocking 8% damage or 12% with slightly better armor, my character blocks 12% damage or 18% with slightly better armor - a much more sizeable improvement at this low end of the scale, but one that will not skew results at higher AR's. Making the AR scale more neutral really balances out the improvements you see with light armors against those you see with heavy armors.
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Mizz.Jayy
 
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