Should Running Affect Fatigue?

Post » Tue Jan 26, 2010 10:14 pm

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.
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Greg Swan
 
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Post » Tue Jan 26, 2010 6:54 pm

I liked fatigue how it was done in Daggerfall.
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Taylah Illies
 
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Post » Tue Jan 26, 2010 10:41 pm

I liked fatigue how it was done in Daggerfall.


I never played Daggerfall, how was it like in that one?

I could add it to the poll.
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Claudz
 
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Post » Tue Jan 26, 2010 10:41 pm

Yeah make it like MW
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James Smart
 
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Post » Tue Jan 26, 2010 4:15 pm

It's very stupid that you could run forever in Oblivion. Come on, now, it takes years of training to be able jog forever, let alone run full-out.

At the same time, Morrowind's system was infuriatingly slow, and that's why everyone jumped everywhere.

So maybe it pushes down your fatigue, but, you can go faster as a walk than you could before?
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Da Missz
 
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Post » Wed Jan 27, 2010 1:48 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.
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Deon Knight
 
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Post » Tue Jan 26, 2010 3:24 pm

Make it the way the Oblivion mod Realistic Fatigue had it (http://www.tesnexus.com/downloads/file.php?id=10925).

I copy the mods main features:

* Adds immersive visual blur and panting sounds that gradually increase in intensity and frequency as player fatigue gets lower. You will notice when you are getting fatigued.
***Personally, I don't like the blur in this mod... its too distracting, but I really liked the panting sounds***

* Tweaks all fatigue, encumbrance, and movement game settings to be more realistic and provide better gameplay. The settings are based on research into real human fatigue, encumbrance, and movement models.

* Uses a Fatigue Effects ability applied to all actors so that scripted effects are applied equally to all actors including creatures, NPCs, and the player. Even your horse will start to whinny and stumble if you ride it too hard.

* Adds fatigue drains for low health and high encumbrance. Your fatigue reserve is reduced when you are over encumbered and when your health drops.

* Adds extra encumbrance based fatigue burns for standing, walking, and climbing uphill. Fatigue burns for walking and running are slightly reduced when going downhill. Sitting removes any encumbrance based fatigue drains and burns, so your fatigue will recover faster if you sit down.

* Adds fatigue, movement, and terrain based chances of staggering or tripping. You are most likely to stagger or trip on landing or hitting a step. Running sidewards or backwards increases the chance of tripping or staggering, and high agility and luck reduce it. The chance increases as fatigue gets low, so you will see your enemies start to stagger and trip as you wear them down.

* Adds no fatigue recovery when underwater without water-breathing.

* Adds experience earned for strength, endurance and agility skills for high encumbrance, low fatigue, and trip chances. Lifting heavy stuff will slowly increase all your strength skills. Often having low fatigue will slowly increase all your endurance skills. Performing actions that risk trip/stagger will slowly increase your agility skills.

* Adds NPC lipsynced panting for NPCs and creature "hit" grunting sounds when they get low fatigue. You can hear when your enemy is getting worn down, or your horse is being ridden too hard and might stumble.

* Adjusts all horse's fatigue to be more realistic so that horses are harder to knock out and don't get fatigued as easily.
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Abel Vazquez
 
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Post » Wed Jan 27, 2010 12:07 am

I never played Daggerfall, how was it like in that one?

I could add it to the poll.

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.
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KRistina Karlsson
 
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Post » Tue Jan 26, 2010 4:00 pm

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.
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Richard Dixon
 
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Post » Wed Jan 27, 2010 6:07 am

morrowind was much better than oblivions system. at early levels when you were untrained and fat you couldnt run very far or very fast. the more you ran the better you became and at higher levels you could get around very easily with reduced loss of fatigue. not to mention its easy to whip up a spell that give you a fatigue boost for a 60 seconds. i tied my healing spell with fatigue regeneration since the additional magicka cost was minimal and i didnt have to hotkey a seperate spell. :)

another thing is that they really have to stop calling it fatigue. fatigue is something that increase when you preform activity. no one says "before that 20 mile sprint i sure was fatigued, but im much better now" rename it stamina or endurance or something that makes actual sense.
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Hannah Whitlock
 
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Post » Wed Jan 27, 2010 6:32 am

Yes. Can anyone please tell me the purpose of the fatigue bar in Oblivion? I never once even noticed the thing. Not once drank a fatigue potion, and never once went below 50%. Even then, the difference it made was minimal.

A Daggerfall system would be better than Oblivion, although, imo, it isn't really too good, and I would far prefer it to be implemented alongside Morrowind's method, as some kind of need to sleep hardcoe mode implementation.
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Benjamin Holz
 
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Post » Tue Jan 26, 2010 10:57 pm

I like Oblivion's style because when I stop running I regain my fatigue. :)
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jessica robson
 
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Post » Tue Jan 26, 2010 9:29 pm

It's very stupid that you could run forever in Oblivion. Come on, now, it takes years of training to be able jog forever, let alone run full-out.


Go play the game without running everywhere, then come back and tell me it's stupid. Time is finite.
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Sammie LM
 
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Post » Wed Jan 27, 2010 7:49 am

Could we put an option on the poll to have short and long term fatigue bars?
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Steve Bates
 
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Post » Tue Jan 26, 2010 6:02 pm

Running should drain fatigue- in hardcoe mode.
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Connor Wing
 
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Post » Tue Jan 26, 2010 7:12 pm

Walking everywhere is just tedious, but the idea of fatigue draining while running is a good one.

A good balance I think is to make fatigue stop renenarating completely while running.

I think the effect on gameplay that Beth wanted with draining fatigue in Morrowind was to stop players running away from enemies, turning, shooting, turning, running, turning, shooting. It was an attempt to stop people from abusing spamming attacks like that. I think a non-regenerating fatigue while running will achieve this same effect while not punnishing people for running from place to place.

you can no longer run from an enemy and spam attacks, or run from an enemy waiting for your fatigue to refill with this system.
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Alan Whiston
 
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Post » Tue Jan 26, 2010 4:02 pm

whats hilarious is that.....you don't -regain- fatigue unless you drink a potion.

Fatigue is the wear and tear on your body after alot of work, if anything that bar should be RAISiNG if they are going to keep using the term fatigue.
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Greg Swan
 
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Post » Wed Jan 27, 2010 6:55 am

I think that if you run your fatigue should decrease until you have 50% fatigue, no less. Also if your fatigue is below 50% while running you should slowly regenerate fatigue until it reaches 50%.
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Alisha Clarke
 
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Post » Wed Jan 27, 2010 3:57 am

I'd have one infinite jog feature and a run/sprint feature that drains fatigue (jog being slower than running/sprinting). And make fatigue drain while sprinting dependent on total item weight vs max carrying capacity.

Kinda like STALKER :)
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Izzy Coleman
 
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Post » Wed Jan 27, 2010 5:30 am

I'd have one infinite jog feature and a run/sprint feature that drains fatigue (jog being slower than running/sprinting). And make fatigue drain while sprinting dependent on total item weight vs max carrying capacity.

Kinda like STALKER :)


You beat me to it, but yes a jog that slows fatigue regen over a walk or standing still/sitting and a sprint that drains fatigue; would get my vote. I could see a skill line that could be basted on this feature.
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KRistina Karlsson
 
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Post » Tue Jan 26, 2010 4:18 pm

Oblivion style should be in normal mode, Morrowind style in hardcoe mode pl0x.
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Jani Eayon
 
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Post » Wed Jan 27, 2010 3:25 am

It should depending on your athletics skill.
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claire ley
 
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Post » Wed Jan 27, 2010 2:55 am

running should drain fatigue

UNLESS ur a good athlete, wearing heavy armor should drain fatigue more, swinging huge axe should drain fatigue.
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Valerie Marie
 
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Post » Tue Jan 26, 2010 8:31 pm

I liked fatigue how it was done in Daggerfall.

This.

But really I have an alternative, how about we have a Passive Fatigue, and an Active Fatigue.

  • Passive Fatigue:

    Basically daggerfall fatigue, it's a measure of how tired you are, not tired as in exhausted, but actually tired.

    • When it runs out, you literally collapse from lack of sleep.

    • It plays a little role in everything, kind of like luck.

    • It will go down very slowly, and nothing except sleep can replenish it.


  • Active Fatigue:

    This will be like it's presented in Morrowind or Oblivion, it's how exhausted you are, or how much energy you have.

    • It effects the damage you do and if it gets below zero, you get knocked out for a moment.

    • You can sprint, which will drain it quickly.

    • You can run normally, and it wont rise nor fall.

    • You can walk/stand and you will regain Active Fatigue.

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Ludivine Poussineau
 
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Post » Tue Jan 26, 2010 10:18 pm

Yes it should affect fatigue, but it should also affect many other things.
I think it should affect sounds as well... you should start panting when you're tired, for instance. Adds for immersion a lot.
Perhaps even add a subtle blur effect if the fatigue is really low... even more immersive.
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Izzy Coleman
 
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