Realistic damage option.

Post » Thu May 19, 2011 1:44 am

Okay so Oblivion was annoying when I had to slash a guy 15 times with a sword to kill him.
But there was this great mod made called Deadly Reflex that upped all damage given and received by two and a half times.
So with a big sword and a power attack you can one hit certain enemies. But you also were in danger of dying quickly to a powerful enemy.
Also you could not survive 10 arrows sticking out of you but died after being hit by a couple. This mod is awesome.
I could not finish Oblivion on PS3 because the combat was a stupid spam of slashes. Skyrim NEEDS a slider or option to increase damage done that applies to players and enemies attacks alike.
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Pants
 
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Post » Wed May 18, 2011 9:06 pm

More and more options...

No. Skyrim will not be an option drowned game. Damage will be the damage that Bethesda makes. There should not be an option to change how damage is done (other than difficulty of the game).

Anyway, isn't there just going to be the difficulty slider?
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Jose ordaz
 
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Post » Thu May 19, 2011 6:14 am

Okay so Oblivion was annoying when I had to slash a guy 15 times with a sword to kill him.
But there was this great mod made called Deadly Reflex that upped all damage given and received by two and a half times.
So with a big sword and a power attack you can one hit certain enemies. But you also were in danger of dying quickly to a powerful enemy.
Also you could not survive 10 arrows sticking out of you but died after being hit by a couple. This mod is awesome.
I could not finish Oblivion on PS3 because the combat was a stupid spam of slashes. Skyrim NEEDS a slider or option to increase damage done that applies to players and enemies attacks alike.

If you watch the trailer, Skyrim has finishing moves, I also do think the slice spam will return but not as annoying. And Arrows are a lot stronger in this game and most cases, a 1 hit kill or so i heard.
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Klaire
 
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Post » Thu May 19, 2011 7:46 am

no thanks this is a RPG were characters have Hit Points.
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Mrs. Patton
 
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Post » Thu May 19, 2011 5:23 am

More and more options...

No. Skyrim will not be an option drowned game. Damage will be the damage that Bethesda makes. There should and probably will not be an option to change how damage is done (other than difficulty of the game).
That's the damage and health only for the enemies. He wants a slider that changes the piwer for ALL weapons. You can kill them more easily, but they can wreck you in the blink of an eye.
Anyway, isn't there just going to be the difficulty slider?

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Myles
 
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Post » Thu May 19, 2011 11:01 am

talking about this kind of stuff makes the suspense for an actual gameplay video unbearable.
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alicia hillier
 
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Post » Wed May 18, 2011 7:01 pm

That's the damage and health only for the enemies. He wants a slider that changes the piwer for ALL weapons. You can kill them more easily, but they can wreck you in the blink of an eye.


Damage will be different...but there shouldn't be an option to change it.
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Neil
 
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Post » Thu May 19, 2011 2:41 am

I made a topic about this before. But I agree, you AND the enemy should take more damage. Not just adjusting the difficulty slider to make one team stronger than the other.
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Tha King o Geekz
 
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Post » Thu May 19, 2011 4:20 am

Well you could calculate weapon damage with a physics system.

Of course you would have to be able to angle the attack.

Base damage + movement speed&direction +/- direction +/- enemies movement speed&direction +/- location of hit - enemies armor/stats = total damage.

But then like i said you would have to implement direction blocking/attack which works great on a mouse and keyboard but idk how it would work on a gamepad.
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Sunnii Bebiieh
 
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Post » Wed May 18, 2011 7:16 pm

In a RPG, Damage NEEDS to be based on your character's skills.
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Andrew
 
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Post » Wed May 18, 2011 7:48 pm

In a RPG, Damage NEEDS to be based on your character's skills.

I understand this, but I also disagree with the notion that someone should be able to walk around like a pin cushion or be slashed to ribbons and come back swinging. Stats are supposed to be a reflection of reality. Health differences should be minor and the distinction should be made in things like fast/slow bleeders, pain thresholds, etcetera, rather than an actual health bar.
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Ross
 
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Post » Thu May 19, 2011 1:15 am

Arwen, it would be based on skills. It would just be multiplied by 2.5. Say a sword does 5 base damage but with my blade skill at 50 it does 7 damage. Instead of dealing 12.5 damage I would do 17.5 damage because my skill is at 50. And when my skill gets higher the blade will do more damage accordingly. Weapon skill would still affect how much damage you do with a certain weapon.
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Life long Observer
 
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Post » Wed May 18, 2011 10:35 pm

i modded oblivioin so that all weapons were significantly more powerful and could kill either me or my enemies in a few swings. it makes for a much more interesting game when you have to keep on your toes. a couple of bandits are no big deal but if you get a few of them at once then you better watch out.
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Laura Cartwright
 
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Post » Wed May 18, 2011 11:48 pm

In my Fallout 3 Realism Tweaks, I increased weapon damage by increasing the Damage Skill Multiplier (which affects the player and the NPC). . . and a LOT of users whined that they should be able to do one shot kills . . . not matter how low their weapon skills were, or what condition their weapon was in, or what their opponent was wearing for armor. A LOT of players don't get the difference between a RPG and a FPS.
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Kill Bill
 
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Post » Thu May 19, 2011 8:33 am

That isn't what I am going for at all. I do think weapon skill should have an effect and armor as well. A person with heavy armor in Oblivion even with the increased damage would rarely be one hit killed. But mages wearing robes could easily be killed by a power blow in one swing. That is what I am going for. Also I just want it to be an option like a slider so that people like me who hate 20 hit kills on regular enemies can enjoy the game better.
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Horror- Puppe
 
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Post » Thu May 19, 2011 3:27 am

In my Fallout 3 Realism Tweaks, I increased weapon damage by increasing the Damage Skill Multiplier (which affects the player and the NPC). . . and a LOT of users whined that they should be able to do one shot kills . . . not matter how low their weapon skills were, or what condition their weapon was in, or what their opponent was wearing for armor. A LOT of players don't get the difference between a RPG and a FPS.


well if the RPG is based in physical realism then a shot to a head is...a shot to a head.

Like i said in skyrims current form if its anything like the hackslash oblivion system CANNOT have a 1-4 hit kill on the PC/npc's now if you had a directional system that would be fine and dandy.


the thing is you would have to get SOMETHING like this to work with a gamepad...
http://www.youtube.com/watch?v=S2iRIXOOLu4

notice some hits kill in 1 hit some in 4 it depends on direction/momentum/base damage/armor type/ hit location ect ect ectecetctec...but hackinslash with 1-4 hit kills would be grindly terrible against many foes and easy mod agaisnt 1-2 foes.

OR you would have to make every fight QTE...errr.
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Leah
 
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Post » Thu May 19, 2011 4:50 am

I also made armor (and expecially helmets) much more important and increased both its benefits and penalties. (I also added injuries, such as bleeding wounds, and burns, and trauma . . . along with treatment). My point was that skills NEED to be a factor in weapon damage (I never said it was the only factor).
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Casey
 
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Post » Thu May 19, 2011 8:00 am

well if the RPG is based in physical realism then a shot to a head is...a shot to a head.

Fallout 3 is an alternate reality . . . which is quite different from our reality. A shot in the head can be a nick as easily as a direct hit . . . and a bullet to the torso can pas through a non-vital body part, just as easily as it can penetrate the heart . . . both are torso shots (and are treated exactly the same).
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Kristina Campbell
 
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Post » Wed May 18, 2011 11:57 pm

I also made armor (and expecially helmets) much more important and increased both its benefits and penalties. (I also added injuries, such as bleeding wounds, and burns, and trauma . . . along with treatment). My point was that skills NEED to be a factor in weapon damage (I never said it was the only factor).


Depending on the system; a directional system skilsl with a weapon can decide minor dmg -/+, weapon speed increases (which add more damage), block speed increases ect.

Hacknslash system; pretty much skills determine everything.

Would you be apposed to a more "human" skill based (twitchy) system such as the one i presented, or are you going for more of a cRPG system were character skill is the major factor. Because the former you can balance in a 1-4 hit kill system the latter not so much.........
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Margarita Diaz
 
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Post » Thu May 19, 2011 9:18 am

I also made armor (and expecially helmets) much more important and increased both its benefits and penalties. (I also added injuries, such as bleeding wounds, and burns, and trauma . . . along with treatment). My point was that skills NEED to be a factor in weapon damage (I never said it was the only factor).

I think part of the problem is that the majority of modern RPGs (at least those that are first person) have removed missing a hit. In game where hit chance is based not on where the character puts the reticle, but on weapon skill it makes sense to have the skill also cover damage. That's because the damage is a reflection of where your character hit their adversary. High damage hits were hits against critical zones, low damage were grazes.

When we're dealing with a game in which players control where they hit the target, skill should be less a factor in damage. This makes more sense in a game with guns than one with martial weapons. A high-powered projectile will vaporize your head, period. A sword might glance off bone. I still think that if we have a game that is relying this much on player ability, skills need to be adapted to fit this new gameplay style.
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Manny(BAKE)
 
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Post » Thu May 19, 2011 6:23 am

I should also add that I don't think every fight should be over in 1-4 hits. In Oblivion with increased damage there were still enemies with a LOT of health points. Mind you this is with an unleveling mod so that some creatures encountered are weaker than you, and some are way too hard for you. Which is how it should be imo. Oblivion's same level enemies was really lame.
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Louise Dennis
 
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Post » Thu May 19, 2011 3:11 am

I think part of the problem is that the majority of modern RPGs (at least those that are first person) have removed missing a hit. In game where hit chance is based not on where the character puts the reticle, but on weapon skill it makes sense to have the skill also cover damage. That's because the damage is a reflection of where your character hit their adversary. High damage hits were hits against critical zones, low damage were grazes.

When we're dealing with a game in which players control where they hit the target, skill should be less a factor in damage.
really i though skyrim was going to be hackhackhackslashslashslash or is it going to be a more mount and blade esq combat system?




This makes more sense in a game with guns than one with martial weapons. A high-powered projectile will vaporize your head, period. A sword might glance off bone. I still think that if we have a game that is relying this much on player ability, skills need to be adapted to fit this new gameplay style.



I r a bit confused
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brenden casey
 
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Post » Thu May 19, 2011 3:19 am

I r a bit confused


Me too.
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Kara Payne
 
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Post » Thu May 19, 2011 2:08 am

Me too.


I'm a bit confused were he said in skyrim one will be able to control were the hit lands...?
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SWagg KId
 
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Post » Thu May 19, 2011 3:15 am

It was a response to a post about Fallout. Context, folks.
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Kaley X
 
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