Prefered Combat Style

Post » Sun Aug 08, 2010 5:19 pm

My first pole! :foodndrink:

I'm pretty sure you get what I mean. So no need to explain.
I'm just trying to gather information see what the general community preferred.

I prefer Oblivions, because I hated hitting and yet missing.
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Susan Elizabeth
 
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Post » Sun Aug 08, 2010 3:56 pm

Morrowinds. I prefer character skill over player skill in my RPG's. There's been polls like this. Oblivion wins these. :sadvaultboy:
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Helen Quill
 
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Post » Sun Aug 08, 2010 1:44 pm

I prefer Oblivion's style, and it does implement character skill just as much as Morrowind. The differences are skill and fatigue in Oblivion affect how much damage one can give to an enemy rather than determining one's chance to hit or miss, various attacks can affect an enemy in different ways, being able to choose when to block, and an overall smoother and more satifying combat experience. It also makes learning how to use a low level skill by use rather than by training a more viable path due to actually learning with each attempt at an attack/spell instead of just on a rare occasion(when they hit, in Morrowind). I prefer always hitting while swinging in my enemy's direction with skill affecting damage rather than a chance to hit. Where people get the "it's based on player skill, not character skill" notion, I do not know.

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Megan Stabler
 
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Post » Sun Aug 08, 2010 10:09 pm

I liked how [Morrowind's] combat system lent importance to fatigue and agility, attributes with relatively little use by comparison in Oblivion. Whilst it may have seemed confusing at first, by the third or fourth level most of the missing could be shrugged off. I like to think of it that whenever your weapon passes through your target, perhaps your character has fumbled their weapon due to their lack of expertise. Maybe your enemy managed to maneuver out of the way of the swing, because you have not yet mastered the balance of your weapon and thus cannot strike quickly. Since Morrowind is, well, Morrowind, there are no animations to serve as visual indicators for these sorts of things, but with a bit of imagination a fair bit of the missing you encounter at earlier levels can be forgiven. I also found the directional movement attacks to be a pretty interesting concept, so long as you had enough room to maneuver around in.

I personally don't care much for Oblivion's combat - though you may always land a hit, the combat itself feels too responsive and player movement too "locked" for my tastes. Power attacks are annoying - charge, and it takes you a second or two before you can move again. Block an attack, you reel back and don't have time to counterattack. Run away, you're flinching half the time (moreso than in Morrowind) and can never get away. You have no idea how many times I would've avoided death if I had merely another second or two to react. Instead, Bethesda has to gloss the entire system over with view bobbing and character movement. But that's just me - I greatly preferred Morrowind's "weave in, weave out" approach.


EDIT: Parries and disarming are awesome, but I think Oblivion's system needs a greater penalty for blocking for it to play fairly. I enjoy doing things such as strafing away from a charging enemy and then doing a spin attack as they pass, and I do wish Oblivion combat was more directional like this.
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Marie
 
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Post » Sun Aug 08, 2010 1:09 pm

Morrowinds. I prefer character skill over player skill in my RPG's. There's been polls like this. Oblivion wins these. :sadvaultboy:

I see your point, but there is some measure of character skill in Oblivion.
-higher level equals more damage, spells, moves, knock back counter attack, and such


More stuff to do with chracter skill would be nice.
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Rhiannon Jones
 
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Post » Sun Aug 08, 2010 1:43 pm

Seti, can you honestly not see any of the glaring problems Oblivion has? You defend Oblivion in places that just shouldn't be defended. Oblivion is far more player based than Morrowind, but that's not nesseccarily a bad thing. It depends how you like your games. I prefer character skill. So, I prefer Morrowind.

Oblivion, just like Morrowind, and just like every other game in existence, has flaws.

And, actually, TES in general has pretty rubbish combat in comparison to other games. But, to be fair, it's hard to create a good first person fantasy game with good combat.
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Nick Pryce
 
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Post » Sun Aug 08, 2010 11:23 am

Can you honestly not see any of the glaring problems Oblivion has? You defend Oblivion in places that just shouldn't be defended. Oblivion is far more player based than Morrowind, but that's not nesseccarily a bad thing. It depends how you like your games. I prefer character skill. So, I prefer Morrowind.

Oblivion, just like Morrowind, and just like every other game in existence, has flaws.

And, actually, TES in general has pretty rubbish combat in comparison to other games. But, to be fair, it's hard to create a good first person fantasy game with good combat.

More player based does not mean not character skill based. Defending Morrowind in places that it just shouldn't be defended include its combat system, yet it's defended there, under the guise of "more character skill". Feel what you want, but it's just a crappy system for a first-person, real-time game of any kind, in my opinion.
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Sweets Sweets
 
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Post » Sun Aug 08, 2010 6:08 pm

I liked Morrowind's more than Oblivion's combat style. But I'd rather have some kind of mix of the two. The MW animations were horrible.
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Lily Something
 
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Post » Sun Aug 08, 2010 8:57 pm

Defending Morrowind in places that it just shouldn't be defended include its combat system, yet it's defended there, under the guise of "more character skill".

Really, both of the games used a certain degree of character skill and I'm not sure if just classifying Morrowind's as the epitome of character skill and Oblivion's as the epitome of twitch player skill would do them justice. x_death explained it rather nicely, that in Oblivion a character's skill still has some meaning, but it's about damage and counterattacking more than anything else. What did Morrowind's skills really do? Less missing, but that was far more obvious to me than any of the things Oblivion's skills affected.

When I play TES I'm usually pretty intent on watching my character develop over time, so I can sympathize far more with finding myself slowly missing less than with killing a Dremora in four blows instead of five. Morrowind's combat, despite being more detached from the player's skill, gives the player a stronger sense of accomplishment as they improve. Oblivion's is just a blur.
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jenny goodwin
 
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Post » Sun Aug 08, 2010 3:08 pm

Morrowind's system is my favorite combat style in TES. If only if it had proper blocking dodging animations so people would know why they aren't doing damage when they are "making contact": because when you don't hurt them, that is supposed to represent them blocking and/or dodging your attack.

Really, though, I didn't really much care for the combat is any TES game. They're all rather poor, in my opinion. If only the TES games had combat similar to Dragon Age's. :wub:
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Adam Baumgartner
 
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Post » Sun Aug 08, 2010 9:00 pm

More player based does not mean not character skill based. Defending Morrowind in places that it just shouldn't be defended include its combat system, yet it's defended there, under the guise of "more character skill". Feel what you want, but it's just a crappy system for a first-person, real-time game of any kind, in my opinion.

Calling Oblivion character skill based is ridiculous. The skills determine hardly anything. There's more damage done, sure, but lockpicking is actually easier to do manually than to find more lockpicks to replace those you broke with 100 lockpicking. speechcraft is just completely irrelevant. I don't know of anything, other than armourer/alchemy that has a real impact with higher skills.

And, I can kill anything with any level in a weapon skill, because everything levels with me. Once I start to do more damage with my higher skill, the enemies that spawn have more health, and it completely cancels it out. The only thing that really makes me have an edge over an enemy is a better weapon.

Again, being player based isn't a bad thing, it's entirely dependant on what you like. Just, calling Oblivion character based is ridiculous.

And I was defending Morrowind? I believe my post was the first one, other than the OP. No one was there to make me want to defend the game.

As Stonefrog said, Morrowind isn't "the epitome of character skill", and even that needed to be improved upon, I just think that Oblivion took it too far away from character skill.
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Antonio Gigliotta
 
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Post » Sun Aug 08, 2010 5:13 pm

Calling Oblivion character skill based is ridiculous. The skills determine hardly anything. There's more damage done, sure, but lockpicking is actually easier to do manually than to find more lockpicks to replace those you broke with 100 lockpicking. speechcraft is just completely irrelevant. I don't know of anything, other than armourer/alchemy that has a real impact with higher skills.

And, I can kill anything with any level in a wepon skill, because everything levels with me. Once I start to do more damage with my higher skill, the enemies that spawn have more health, and it completely cancels it out. The only thing that really makes me have an edge over an enemy is a better weapon.

Again, being player based isn't a bad thing, it's entirely dependant on what you like. Just, calling Oblivion character based is ridiculous.

And I was defending Morrowind? I believe my post was the first one, other than the OP. No one was there to make me want to defend the game.

No, Oblivion is character skill based. From the UESP:

Damage = BaseWeaponDamage * 0.5 * ( 0.75 + Strength * 0.005 ) * ( 0.2 + BladeSkill * 0.015 )

is the basic formula for damage dealt per normal strike with blades in Oblivion. A Daedric longsword has a damage value of 24. Plugging that into the equation and assuming one's strength is 50(just for an average number) while their blade skill is 10, we get:

24 * 1 * 0.35 = 8.4

That's quite a bit of character skill intervention. I agree with what what Stonefrog said, but yes, character skill plays a role in Oblivion. It goes by a choose what your character does, but character skill determines how well it goes type of formula that I would like to be taken further to include more change in damage based on skill and a possible chance of failure mixed in. I believe we should have complete control of our characters, such as with blocking, but with skill determining it to a greater extent, assuming this thread is about bettering combat systems and not just "mine's better than yours".
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REVLUTIN
 
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Post » Sun Aug 08, 2010 10:07 pm

Oblivions. I despise Morrowinds combat system

I can understand how some people who prefer character skill over player skill prefer it, but I'm just not like that
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Krista Belle Davis
 
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Post » Sun Aug 08, 2010 8:12 pm

I like Oblivion's combat system much more. In my opinion Morrowind's combat system is a piece of crap, to be blunt. First-person combat shouldn't include that much dice-rolling, if it does it should be made less obvious. For example: There's a bosmer sharshooter, who is so good that he can hit a rat from miles away while it's the middle of night. Once he has no choice but to engage an enemy melee, with a [censored] dagger and he scores a hit like one time out of twenty. So yeah, at least include a dodge anmation, like in Wizardry 8 or a parrying sound, like in Daggerfall. Or the best solution: hit always, but if you are crappy in using the weapon you are holding, then you should do no damage, the enemy should just flinch slightly. Like in Vampire The Masquerade Bloodlines.
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Rachyroo
 
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Post » Sun Aug 08, 2010 9:17 am

Calling Oblivion character skill based is ridiculous. The skills determine hardly anything. There's more damage done, sure, but lockpicking is actually easier to do manually than to find more lockpicks to replace those you broke with 100 lockpicking. speechcraft is just completely irrelevant. I don't know of anything, other than armourer/alchemy that has a real impact with higher skills.

Hey, I got seriously good at that minigame, if it could be more like Fallout 3 were you couldn't pick a certain level lock until you were said level, then we both win right?
Oh and other than armourer/alchemy there is magic being as you CAN'T use certain spells until you meet the level requirements.

And acrobatics has been the same as ever, except the level perks of course.
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REVLUTIN
 
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Post » Sun Aug 08, 2010 7:56 pm

No, Oblivion is character skill based. From the UESP:

Damage = BaseWeaponDamage * 0.5 * ( 0.75 + Strength * 0.005 ) * ( 0.2 + BladeSkill * 0.015 )

is the basic formula for damage dealt per normal strike with blades in Oblivion. A Daedric longsword has a damage value of 24. Plugging that into the equation and assuming one's strength is 50(just for an average number) while their blade skill is 10, we get:

24 * 1 * 0.35 = 8.4

Which is cancelled out by the fact that one you've got your level up to do more damage, the enemies have gotten harder.
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Rachell Katherine
 
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Post » Sun Aug 08, 2010 10:30 pm

Hey, I got seriously good at that minigame, if it could be more like Fallout 3 were you couldn't pick a certain level lock until you were said level, then we both win right?
Oh and other than armourer/alchemy there is magic being as you CAN'T use certain spells until you meet the level requirements.

And acrobatics has been the same as ever, except the level perks of course.

The thing with magic is that, in a way, it returns to a more Daggerfall style of character skill involvement. Aside from the perks, skill level in a magic skill in Oblivion determines the spell's magicka cost, as in Daggerfall, and as in Daggerfall, one cast cast spells with a weapon drawn.
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Emily Jones
 
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Post » Sun Aug 08, 2010 12:15 pm

My first pole! :foodndrink:



Have a polly stick.

Hey, I got seriously good at that minigame, if it could be more like Fallout 3 were you couldn't pick a certain level lock until you were said level, then we both win right?
Oh and other than armourer/alchemy there is magic being as you CAN'T use certain spells until you meet the level requirements.



I disagree. I hate the level requirements. Seems like a cop-out, imo. In Morrowind, even if your lockpick is level 10, you can still attempt a level 75 lock, but the chance of failure is super high. However (and I have done this) if you have enough lockpicks and stand there lockpicking long enough, I mean a really long time, you really can open a level 75 lock with level 10 lockpick skill.

That's what I like. It's never impossible, but it's never easy. It's always based entirely on the skill of your character. And it's the best way to mimic real-life, I believe, because for beginners, lockpicking is all about the patience because the principle is simple enough.

EDIT: @ seti: in Daggerfall, your weapon goes away when you ready a spell [/minor nitpick]
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Roberto Gaeta
 
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Post » Sun Aug 08, 2010 9:32 am

Which is cancelled out by the fact that one you've got your level up to do more damage, the enemies have gotten harder.

http://www.uesp.net/wiki/Oblivion:Creatures Some are replaced, but many stay where they are and only a few actually scale to your level in a way that doesn't allow surpassing them. It's not cancelled out, it's more like "hurry up and get stronger or we're going to surpass you and kick the crud out of you", for only a few of those few that actually scale. Oblivion's creature spawning list is a lot like Morrowind's, almost identical, even. The difference is that the creatures that do get replaced in Oblivion are replaced but typically with a different looking creature, not just the same thing with a disease or blight disease. The spawning is very similar and only those few creatures marked by an icon in that list actually scale to your level.
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Miss Hayley
 
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Post » Sun Aug 08, 2010 9:39 am

I disagree. I hate the level requirements. Seems like a cop-out, imo. In Morrowind, even if your lockpick is level 10, you can still attempt a level 75 lock, but the chance of failure is super high. However (and I have done this) if you have enough lockpicks and stand there lockpicking long enough, I mean a really long time, you really can open a level 75 lock with level 10 lockpick skill.

I always thought that "lock is too complex" meant it was impossible to pick. but, even so, I agree with you. Most of the game follows this rule.

http://www.uesp.net/wiki/Oblivion:Creatures Some are replaced, but many stay where they are and only a few actually scale to your level in a way that doesn't allow surpassing them. It's not cancelled out, it's more like "hurry up and get stronger or we're going to surpass you and kick the crud out of you", for only a few of those few that actually scale. Oblivion's creature spawning list is a lot like Morrowind's, almost identical, even. The difference is that the creatures that do get replaced in Oblivion are replaced but typically with a different looking creature, not just the same thing with a disease or blight disease. The spawning is very similar and only those few creatures marked by an icon in that list actually scale to your level.

You say that as if that's not too many to level with the character. I can tell you, I definatly always had the same amount of difficulty doing quests. In Morrowind, only unimportant enemies, and enemies in exteriors levelled with you on the most part. Certain regions where also harder than others. Oblivion was the same all over, and everything levelled with me.

If Oblivion used Morrowind's method, Oblivion gates would be full of Xivilai, Atronauts and Dremora. Around daedra worshippers, we'd see Clannfears and Scamps. Necromancer covens would be full of Skeletons/ghosts, with slightly less Necromancers with one or two Liches in certain places.

Why are you so in denial about this? It's not even a bad thing. It's just a thing.
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Matt Terry
 
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Post » Sun Aug 08, 2010 4:14 pm

I prefer Oblivion's. Morrowind was more skill based, sure, but it took it to ridiculously extreme levels. My current character specializes in short swords, and can defeat enemies just as well as one can in Oblivion at only level 6. However, if I were to use absolutely any other weapon, or even attempt to use magic, I would miss miserably, never landing a blow while I was slowly defeated. I'm sorry, I like skill based systems as much as the next guy, but Morrowind was way too extreme. Oblivion isn't nearly as bad as people make it out to be. You can't just take pick up an Axe for the first time, after leveling up anything but Blunt, and expect to deal a lot of damage. You'll still do damage, but you wont do nearly as much damage as you would with a weapon you're proficient in. I like that system. It's much better, in my opinion, than being a super powerful player in Morrowind that could die at the hands of a mudcrab if he doesn't have any short swords in his inventory. Obviously this could be avoided by investing in other skills as well, but my point still stands.
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Richus Dude
 
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Post » Sun Aug 08, 2010 7:57 am

I prefer Oblivion's. Morrowind was more skill based, sure, but it took it to ridiculously extreme levels. My current character specializes in short swords, and can defeat enemies just as well as one can in Oblivion at only level 6. However, if I were to use absolutely any other weapon, or even attempt to use magic, I would miss miserably, never landing a blow while I was slowly defeated. I'm sorry, I like skill based systems as much as the next guy, but Morrowind was way too extreme. Oblivion isn't nearly as bad as people make it out to be. You can't just take pick up an Axe for the first time, after leveling up anything but Blunt, and expect to deal a lot of damage. You'll still do damage, but you wont do nearly as much damage as you would with a weapon you're proficient in. I like that system. It's much better, in my opinion, than being a super powerful player in Morrowind that could die at the hands of a mudcrab if he doesn't have any short swords in his inventory. Obviously this could be avoided by investing in other skills as well, but my point still stands.

what this guy said and no more

I'm in the mood to go play my games rather than argue about them today.

Baldur's Gate is coming in the mail. I can't wait. Goodbye.
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Kill Bill
 
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Post » Sun Aug 08, 2010 9:46 pm

I always thought that "lock is too complex" meant it was impossible to pick. but, even so, I agree with you. Most of the game follows this rule.




No, no, my brother taught me this actually.

It will say "lock is too complex."

Then, after a bunch of tries, it will say "lockpick failed."

Then, finally, "lockpick success." You just have to be real patient.

P.S. and Ondusi's open scroll is a much more practical strategy. I just mention this to point out the coolness of Morrowind's lockpicking skill.
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Darren Chandler
 
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Post » Sun Aug 08, 2010 7:40 pm

No, no, my brother taught me this actually.

It will say "lock is too complex."

Then, after a bunch of tries, it will say "lockpick failed."

Then, finally, "lockpick success." You just have to be real patient.

P.S. and Ondusi's open scroll is a much more practical strategy. I just mention this to point out the coolness of Morrowind's lockpicking skill.

:ooo: Didn't know that...

To add to my previous point, in Oblivion, a Xivilai is level 22. It will spawn once the player reaches level 22.

In Morrowind, a Golden saint is level 20. It will spawn when the player reaches level 14.

Both games generally follow rules similar to this with thier levelled enemies (Though Morrowind has far less levelled enemies)

As you can see, Morrowind's world isn't too levelled as to make the game just the same the whole way through. The levelling is handled quite well here (though I would rather none personally), and enemies won't wait for you to be able to kill them. You need to rely on good weapon skills to be able to kill enemies, because they aren't going to cancel out how well you can hit by thier own health.
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Kortniie Dumont
 
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Post » Sun Aug 08, 2010 9:57 pm

I had a bit of a revalation.
Anyone can swing a sword. As Zorro says in the movie the mask of zorro, "Pointy end goes into the other man."
You blade skill should increase your ability to counter blocks and dodging.
Example someone who is a master of blade should not have to recoil when an apprentice of block blocks him. He could easily cut through, he is a master.
Breif but to the point this is where player skill meets character skill.
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Travis
 
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