Should Running Affect Fatigue?

Post » Tue Jan 26, 2010 9:18 pm

why do people keep calling this a hard core feature? it should be in everything ESPECIALLY if fast travel is in the game again i mean common you already get to essentially teleport your self all over the world fatigue needs to do something like in morrowind, you could sprint forever of you wanted but if it came to combat you where screwed. its a good system. games need to be harder all around.... I picked up Golden Sun Dark Dawn the other day and compared to the old ones it is incredibly easy we need a renaissance of game difficulty, and i dont mean that stupid slider that only controls health i mean all around difficulty
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Lizbeth Ruiz
 
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Post » Wed Jan 27, 2010 7:37 am

if they added sprinting, then it should drain it. I felt like i was running in oblivion, only walking fast.should be walking slows it, sprinting drains it.
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Chenae Butler
 
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Post » Wed Jan 27, 2010 1:37 am

So I ask you, which type of running style would you prefer? I imagine they will continue with the Oblivion style as the games seem to becoming much more streamline.


I'd prefer the Morrowind style, where you actually get fatigued by performing the sort of activities that fatigue you.

But it won't happen, since the game is indeed becoming much more...*ahem*..."streamlined."

Amusingly, since they did away with running using fatigue, I've seen a couple of "what feature do you want" threads where a bunch of people wanted "sprinting" which, once explained, sounded a lot like Morrowind's running: you move faster, but use up fatigue and eventually have to stop. :rolleyes:


Morrowind Protip: A garment enchanted with a constant-effect +3 fatigue regen = Oblivion-style ever-run.
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Ross
 
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Post » Tue Jan 26, 2010 5:21 pm

fatigue potions should be called water in skyrim!
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Ellie English
 
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Post » Wed Jan 27, 2010 5:15 am

Fatigue was useless in oblivion. My fatigue bar was always empty yet it never slowed me down, or made doing anything more difficult. I think it needs fixing no matter what system they use. As for which game's system was better, I vote neither. There is very little about Morrowind that is better than Oblivion, both games had their issues. I liked them both but they are games made with different technology. one can't be compared to the other since they each had to meet design specs. I liked the art design of Morrowind over Oblivion but I liked the easier to use options in Oblivion. To be honest I hope they threw out much of the stuff that barely worked in Oblivion and replaced it with stuff that does work. There is a long list of stuff that I didn't like about Oblivion. I hated the skills scaling not taking into account the magical bonuses which would bring your skill into the next bracket. I didn't like the way you couldn't get away with a crime no matter where you were or that the only way to sell stolen goods was to fence them, or...

I think there are a lot of things more important than how fatigue works that needs dealing with.
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Erich Lendermon
 
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Post » Wed Jan 27, 2010 1:22 am

I think swimming should leave you fatigue-less and even make you sink :D
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Albert Wesker
 
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Post » Wed Jan 27, 2010 4:06 am

Morrowind Style. Have you tried running and doing anything else? I mean, after I run, I'm out of breath and if you ask me to calculate integrals, I'll just stare at you cross-eyed and then gulp down some Gatorade.
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Alexis Acevedo
 
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Post » Tue Jan 26, 2010 6:09 pm

Go realism on this one ;) It will only be annoying until you use the internet to find out where you can get an item that cancels the bad effects anyways, for those not wanting that kind of realism.
I would even go a lot further. Although it should deplete more slowly from running, at least when you're well trained, the maximum stamina should also slowly decrease over time. Eating should bring it up to the current maximum that will continue to decrease. But you need to actually rest to get the maximum potential raised again. So the longer you stay awake, the smaller the fatigue pool becomes. You can use normal magic or potions to raise it, but only temporarily. So you get the same kind of three part fatigue that UFO games have for health.
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Adam Kriner
 
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Post » Tue Jan 26, 2010 5:57 pm

I say run like in MW, running drains fatigue
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Latino HeaT
 
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Post » Wed Jan 27, 2010 12:51 am

If only players had more patience^^

I'm all for the Morrowind style (or the Daggerfall style for that matter, which sounds quite interesting as well), but I suppose we'll see unlimited sprinting again.
Patience, yes. When I was actually playing Morrowind (because I'm busy modding it right now but will play it again eventually) I walked to all my locations because part of playing a CRPG is role-playing. And when playing the game, I ask myself "okay, if I were going to another city by foot, would I run the whole way there? No, I'd walk. I would never run unless I was being chased or chasing an animal to kill it for food." Plus, you miss out on sight seeing when you're running. So even though TESIV made it easier to run everywhere, Daggerfall and Morrowind's was much better. I'm not sure how TESI Arena did it. I'll have to play it again.

Anybody know how Redguard or Battlespire's fatigue system works?


Morrowind Style. Have you tried running and doing anything else? I mean, after I run, I'm out of breath and if you ask me to calculate integrals, I'll just stare at you cross-eyed and then gulp down some Gatorade.
No kidding, running takes a lot out of you. Especially running up flights of stairs and up hills and mountain sides. I mean, who the hell runs straight up a 60 degree mountain slope?
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Katie Pollard
 
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Post » Wed Jan 27, 2010 3:58 am

Sounds like something for a hardcoe mode, I don't think it should be applied to standard gameplay.
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Wayne W
 
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Post » Wed Jan 27, 2010 12:40 am

They need two fatigue bars; Daggerfall's all day bar and Morrowind's combat short bar. Sprinting affects the Morrowind short term bar, jogging and walking affect the Daggerfall long term bar.


This is the best suggestion I've seen.
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Holli Dillon
 
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Post » Tue Jan 26, 2010 8:42 pm

I also get Morrowind's system, but without a way to travel without getting fatigued without just having to walk slowly it was super annoying. I think it would have worked in Oblivion because you could ride a horse though. I'm sure it's too cold in Skyrim for horses though.
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stephanie eastwood
 
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Post » Wed Jan 27, 2010 6:05 am

Instead of a short fatigue bar that depletes and recharges quickly, you have a huge bar that only recovers when resting but lasts all day.

If it's like Daggerfall then having running drain fatigue would be fine, but I didn't like the Morrowind way. Sure, it's realistic that you can't run all the time, but running speed only matters in combat, and stopping fatigue recovery should work fine there. I don't want to be encouraged to travel at walking pace just in general.

My thoughts exactly :)

Having generally nil fatigue left in Morrowind was pretty irritating. It shouldn't take 2 minutes of standing around panting just to do a trade with a shopkeeper properly.
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A Boy called Marilyn
 
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Post » Wed Jan 27, 2010 1:16 am

why do people keep calling this a hard core feature? it should be in everything ESPECIALLY if fast travel is in the game again i mean common you already get to essentially teleport your self all over the world fatigue needs to do something like in morrowind, you could sprint forever of you wanted but if it came to combat you where screwed. its a good system. games need to be harder all around.... I picked up Golden Sun Dark Dawn the other day and compared to the old ones it is incredibly easy we need a renaissance of game difficulty, and i dont mean that stupid slider that only controls health i mean all around difficulty


Why do people equate useless tedium with difficulty. Moving slowly everywhere does not make the game more difficult, it just means you wasted more time walking down the street. I kind of like how mass effect does it. Your normal speed is a jog, you have a combat sprint that you can maintain for short periods, and for the 5 people on the planet who think it actually adds immersion into the game to walk slowly, you can hit the walk button. Elder scroll style that so, your normal movement is fine, you have a combat sprint that decreases fatigue fast and fatigue effects your abilities some how, and for those who equate boring them selves to tears for no good reason with difficulty they can walk slow.
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Julia Schwalbe
 
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Post » Tue Jan 26, 2010 8:16 pm

I liked the way it was done in Oblivion, probably mostly because I hate moving slowly. It's not like the characters were running that fast unless your athletics was high (and it doesn't take that long to be able to jog for quite long distances), in which case it makes sense that your training is what allows you to run long distances.
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Latino HeaT
 
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Post » Tue Jan 26, 2010 8:50 pm

Why do people equate useless tedium with difficulty. Moving slowly everywhere does not make the game more difficult, it just means you wasted more time walking down the street. I kind of like how mass effect does it. Your normal speed is a jog, you have a combat sprint that you can maintain for short periods, and for the 5 people on the planet who think it actually adds immersion into the game to walk slowly, you can hit the walk button. Elder scroll style that so, your normal movement is fine, you have a combat sprint that decreases fatigue fast and fatigue effects your abilities some how, and for those who equate boring them selves to tears for no good reason with difficulty they can walk slow.

Ding, ding! We have a winner!
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natalie mccormick
 
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Post » Wed Jan 27, 2010 12:22 am

Adopt Morrowind's system in this case. It makes more sense.

Modify it by slowing or damaging the player's health when the fatigue runs out.
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Marine Arrègle
 
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Post » Tue Jan 26, 2010 7:56 pm

Honestly, I hated both.

Morrowind style was terrible because it made it so getting anywhere at any reasonable speed required you to essentually be at 0% fatigue all the time as walking everywhere in the wilderness is NOT practical (I love to walk in video games, but I don't love to walk 100% of the time everywhere).

Oblivion style was annoying because you could run and hop everywhere but still be at 100% fatigue. It was as if fatigue didn't even exist in the game world. And your choices were to walk PAINFULLY SLOW or be virtually sprinting. I HATE THAT more than anything.

(seriously game devs why is it SO DAMN HARD to make your character walk at a half decent speed? Almost always walking in a video game means you have to be going at 1-2 mph and it's annoying as hell).

How about having two default speeds (walk, light jog) that work with auto walk and don't drain fatigue. Then add a new sprint function, which would be used mostly in combat or traveling somewhere faster, drain fatigue and would be slightly faster than current Oblivion running speed?

If you run out of fatigue, you can no longer sprint and suffer combat penalities such as slower weapon striking and etc.
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Stephanie I
 
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Post » Tue Jan 26, 2010 9:35 pm

My favorite enchantment on Morrowind was what I called my 'heavenly slacks'

1pt. restore health, constant effect
3pt. restore fatigue, constant effect

As long as I can make that or something similar in Skyrim Im all for running affecting fatigue:)
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Steph
 
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Post » Tue Jan 26, 2010 6:22 pm

I hate unnecessary tedium. I'll stick to Oblivion's system or a system that, while not draining away fatigue while running, doesn't allow a rise in fatigue while running, or at least not without a higher level athletics/running skill.
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Amy Smith
 
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Post » Wed Jan 27, 2010 12:23 am

This was one of the major set backs that kept me from really getting into Morrowind. I understand that realistically running around would make you tired, but it didn't seem to fit in the game, especially sense in Morrowind there was no fast travel, so this style of running really made you take your time in going from one location to another.

So I ask you, which type of running style would you prefer? I imagine they will continue with the Oblivion style as the games seem to becoming much more streamline.


If you like to run around like a beheaded chiken and run a marathon in full plate, kuddos to you, i don t, i consider this extremely childish and kuddos to me.
The best would be a set of choices at the game start that would let you configure some aspect exactly like this one.

Running with fatigue is not about tedium its about letting yourself be caught with your pants down in a combat. It s a choice, put your naked @ss out the window or be prepared to defend yourself.

For those who don t like to tire there s many choices:
Fast travel or open your hand and by a horse or buy a ton of stamina potion and keep running and fighting. Games with free meal are for lazy fat asses.
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Marina Leigh
 
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Post » Wed Jan 27, 2010 4:40 am

All I have to say is Gameplay>Realism.
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^_^
 
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Post » Wed Jan 27, 2010 4:37 am

I vote Daggerfall's way. Big bar, run means losing fatigue and at zero, bam, ya got a chance of going to sleep. However.....

They need two fatigue bars; Daggerfall's all day bar and Morrowind's combat short bar. Sprinting affects the Morrowind short term bar, jogging and walking affect the Daggerfall long term bar.

this sound very appealing.
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Lory Da Costa
 
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Post » Wed Jan 27, 2010 5:59 am

I'd like to see a stalker-esque system for running. Your normal pace is a solidly good pace, that can get you where you want to go without taking up too much time. It's about as fast as a jog I'd say. You can also run, but that drains your fatigue, and you can slow down to a walk when you need to be quiet.
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Killah Bee
 
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