Skyrim needs more weapon's & weapon classes.

Post » Wed Feb 02, 2011 12:07 am

Staves, throwing axes, crossbows and long bows.
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Sabrina garzotto
 
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Post » Wed Feb 02, 2011 1:06 am

Less overpowered artifacs, enchantments as in Morrowind (not only on strike) and, as again in MW, more randomness about weapons, not just all weapons in all materials. More marksman weapons, like slings, crossbows, etc. etc...
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CArlos BArrera
 
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Post » Tue Feb 01, 2011 9:38 pm

Yes and yes.
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Matt Fletcher
 
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Post » Tue Feb 01, 2011 5:21 pm

I always pick the most effective one handed weapon I can find and the best long bow. I understand that variety is the spice of life and the journey is the thing not the destination so I guess I need to change my vote to from no to yes.
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Nathan Maughan
 
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Post » Wed Feb 02, 2011 12:14 am

I want a dwemer secret weapon that can switch from mace to sword to spear etc. Just kidding but... hehe would be so nice. :)
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naana
 
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Post » Tue Feb 01, 2011 12:36 pm

The weapons and armor of TES are lackluster in my opinion.
I would prefer something better than iron>steel>elven>glass etc.

The weapons just don't feel that powerful. And the uniques (umbra, boot's of blinding speed) are so rare.
The game is more skill based....which is fine but we need more gear variety. Not every iron sword should be the same visually or statistically.
There should be different hilts, qualities, scabards, blade shapes, gaurds, colors, etc. And they should be randomly assembled so you rarely find 2 identical items.
It would be nice if they removed the "names" of the equipment, and let you decide for yourself what it is. It would be all visual.
Especially considering the new "3D inventory" instead of iron sword you would just look at it and choose to pick it up based on how good it looks.
Or you could opt to inspect it closer which would tell you:

-material
-sharpness/quality (aka damage)
-durabilty

You would recognize the items by the items themselves not the quality group they are dubbed into.

I dunno... The current oblivion system feels so ancient, boring and unrealistic. Every steel shortsword in cyrodil was made by the same smith or something ?



I think you actually read my mind, verbatim... Nice.
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Kortniie Dumont
 
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Post » Tue Feb 01, 2011 11:05 am

1 Handed hammers is a must! as my character im picturing is a beardy thor like character lol and he needs his hammer in 1 hand
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Jonathan Montero
 
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Post » Tue Feb 01, 2011 11:20 pm

1 Handed hammers is a must! as my character im picturing is a beardy thor like character lol and he needs his hammer in 1 hand

True, that could be awesome.
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No Name
 
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Post » Tue Feb 01, 2011 11:20 am

Glass weapons should come back to lighter encumbrance, cause in tes4 one nonsense was the fact they were heavier than iron, steel and dwemer steel...
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NEGRO
 
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Post » Tue Feb 01, 2011 12:04 pm

1 Handed hammers is a must! as my character im picturing is a beardy thor like character lol and he needs his hammer in 1 hand

I said that too. But people took some of the jokes too serious so I removed it. . .


Also what are you talking about some gold? Look at that &%*(ing gold mine over there! lol *points at stack of chainsaw basooka's.* A man can dream. . . :)
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Isaiah Burdeau
 
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Post » Tue Feb 01, 2011 8:50 pm

-Picks, morrowind had one I believe.---------We can now make our own weapons. It may be logical to guess pickaxes.
-Spear--------Don't you know what spears are? See below
-Polearm-----There is concept art for armor with polearm stances
-Poleaxe--------Really???
-Staves-----------Pay attention
-Mage Staff's and wands------REALLY pay attention
-Cross Bow--------Nothing new there.
-Long Bow----------- That's it. I'm sick of being nice. TRY PLAYING SOME [censored] ELDER SCROLLS GAMES SO YOU KNOW WHAT YOU'RE TALKING ABOUT. FIND ME A GAME WITHOUT LONGBOWS.
- Throwing Axe -------------These are in FO:NV. Possibly may be in Skyrim.
- Throwing Spear-----------^^^^^
- javelin----------- Do you know what a javelin is?
-Seige engine (like obvlivion but the early kinds) Only in appropriate places.--------No
- Flail---------Too complicated
-One handed hammer's -------- Try a square mace. Is there really a difference?

Make sure what you know what you're talking about before you post or I'll attach a kitty to the back of your monitor and it will bite every time you try to make a thread without proper research.

Almost didn't want to reply to this troll post.

One, I have been playing and making suggestions for this game for 10 years and have played from daggerfall to now. I was one of the people you have responsible for the "hardcoe switch", thermite mission from nv, and several other suggestions that went in or didn't due to time delay. Two, every single suggestion i made I researched throughly. All the weapons are based off some that were in the game, or are from the time period it's based off of. I looked at how the game didn't have enough variation and unrealistic that long range weapons are not used often to take down swordsmen and knights. Three, you need to calm down, take five and come back with constructive criticism like the other guy who replied to you. Just read some of the crap you said, imagine someone said that to you?

Thank you for your interest, and remember to be more civil and to treat others the way you would like to be treated, young one.
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Michelle Chau
 
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Post » Wed Feb 02, 2011 12:38 am

Picks, morrowind had one I believe.
-Spear
-Polearm
-Poleaxe
-Staves
-Mage Staff's and wands
-Cross Bow
-Long Bow
- Throwing Axe
- Throwing Spear
- javelin
-Seige engine (like obvlivion but the early kinds) Only in appropriate places.
- Flail
-One handed hammer's


A lot of these can be easily implemented since they shared similar animation and combat style, just different models and textures. For example, picks and one-handed hammer pretty much are variations of mace. Even if BGS didn't, modders can easily add them in (assuming polearm is confirmed).

BTW,
polearm = the superset of spear, poleaxe, etc
staves = the plural form of staff
javelin = a throwing spear
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Claire Mclaughlin
 
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Post » Tue Feb 01, 2011 6:45 pm

Hand to hand weaponry please.
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Michael Russ
 
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Post » Tue Feb 01, 2011 11:31 pm

options = win
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KU Fint
 
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Post » Tue Feb 01, 2011 5:34 pm

If I had the option to shoot with a bow from horseback, I'd need nothing more.
---

Hand to hand weapons would be cool, and crossbows.

I've never been a fan of spears and halberds. But that's just me.
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roxxii lenaghan
 
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Post » Tue Feb 01, 2011 9:14 pm

I always wanted a morningstar (the chain version) with physics applied. I guess that won't happen though. :confused:
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Michelle Smith
 
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Post » Tue Feb 01, 2011 1:09 pm

I voted no because we already have a huge ammount of weapon types in TES already.
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remi lasisi
 
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Post » Tue Feb 01, 2011 1:37 pm

I always love when some people write things such as "(please post to help the devs)". I just imagine the devs browsing through the forums, reading things like "OMGWTF WE NEEDZ MAUR WEAPONZ!!!" and then saying to each other "Yeah guys! We do! Crossbows and spears, why haven't we thought of this before...? It's genius!" :clap:

And no, Skyrim don't NEED more weapons. It'd be nice if they could implement spears and crossbows, etc. But only if they can do it in a good way, if not, I'd rather be without them. Besides, we don't know exactly what types and variations of weapons that will be in the game.
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CHangohh BOyy
 
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Post » Tue Feb 01, 2011 5:57 pm

I voted no because we already have a huge ammount of weapon types in TES already.


Not really, just lots of aesthetic variations of a set of weapons, some of which are hugely irrational purely for the sake of regulation. I'm primarily referring to the iron/steel/glass/ebony/daedric bows. Who the **** makes a bow out of iron? Seriously, there's dozens of medieval era bow types made of various materials (wood and bone, mostly) to all sorts of quality levels, all viable to implementation but no, iron bows! And **** it, make em out of glass too!
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Jinx Sykes
 
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Post » Tue Feb 01, 2011 1:09 pm

Crossbows, preferably Chinese version. Chinese made a semi-automatic crossbow complete with magazines back in at least 400 BC (or maybe older, I forgot but definitely in BC). It just shows it can be done with medieval technology (and I'm not even sure BC age counts as medieval)

Spears? I dunno. But Yes for Poleaxe. thrusting and swinging in one. Preferably Halberd. I like the sound of "Halberdier"

Staves: What? Oblivion has so many staves. All of them are generic (except I guess 3: that rose staff, sheogorath's staff, and incomplete staff, and is there a staff from farwil quest?) yes, but they're there, so I dunno what you mean

Mage staves: All staves in OB are enchanted, and can shoot a fireball or something from its end

Longbow: doesn't seem THAT different up-close, so I think no. Unless the range is different fro standard, short, and long bow, but then again it's not practical (3 versions for one shape?)

Throwing weapons: I dunno. throwing axe might be fun (and barbaric) but javelins? And throwing spears? I don't like them personally

Siege Engine: What the? You can't "use" a siege engine, you 'drive" it. And what for anyway? You have Thu'um to handle breaking gates, just like the old times in Skyrim

Flails: No. No arguments from me but no
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X(S.a.R.a.H)X
 
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Post » Tue Feb 01, 2011 11:11 am

I think that what we have is fine and give all the veriety that I want. I do not need things like Picks and diquerms and Poleaxes being seperate skills.
I want the ones that seems to be in and have them done well.
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Skivs
 
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Post » Tue Feb 01, 2011 3:41 pm

Lets all say it at the same time.. 1.. 2.. 3.. Hand to hand weaponry!!
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Sanctum
 
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Post » Tue Feb 01, 2011 9:59 pm

I'm all for more diversity in weaponry.

Mostly I want to see the attributes change a great deal. Weapons need to deal more damage, but the damage variance between weapon types should be smaller. Iron and Daedric weapons shouldn't be much different in the damage they deal, but the Daedric should be lighter, more resistant to damage, more expensive to repair, and far more capable of being enchanted.

An Iron Warhammer should also deal more damage than a Daedric longsword, except for potential enchantment.
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Pixie
 
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Post » Tue Feb 01, 2011 5:03 pm

Actually the weapons skills in the game should be divided like this as bare minimum:
One haded blade
Two handed blade
Polearm
One handed blunt
Two handed blunt
Dagger
Xbow
Bow
Thrown weapons
Unarmed.

But if you are more purist it shiuld be divided as:
Unarmed
Weapon name
Throw weapon (name)

This way you could thrown any weapon for damage (except bow and Xbow) but you get disarmed no matter what (better have a backup weapon).
Each weapon would have its characteristic (blunt smashes bones give more damge throught armor(Hit point) damage ennemy armor (armor degradation), bladed give slashing damage, bleeding, piercing, but having less inertia give less damage throught armor), 2 handed weapon deal more damage but are slower and require more strenght and tire more, small weapon give less damage but can be fasty swinged and leave the bearer freer to move out (dodge) and tire less
Weapon skill would give similarity skills to other weapon EX: 10 point in 1 handed long sword give 5 point to 1 handed broad sword (assuming there both, or Katana) 6 point to short sword, 4 points for bastard sword, and 2 point to 2 handed, hand so on.
All skill are vice versa in giving knowledge.

This is easy to implement as this ar simple excell speadsheets developers are more than used too.

The more you are skilled with a weaon the more you deliver, bleeding wouds % increase, time of bleeding too, crippling blows % increase, bone break % armor degradation increase so after some blow armor protect less etc.

For such Material VS material table is paramount as with armor/weapon degradation.

Armor skill should be here too, like the more you know about armor, the less it hampers your movement (combat, day to day use, agility strenght ETC.) For example a heavyer armor protect more, but it hamper your movement at the beginning, slow you down, etc but in compensation your athletic and stamina grow faster at the beginning until they raise a plateau (when you feel confortable in the armor) you should have an agility increse if you dont want to give penalties.
To avoid aror switch penalties are given when you switch armors until you adapt. (balance not the same, reaction not the same)

All those are simple excell sheets, the right and correct way to implement things in a RPG, which have been done in many sistems and work right, but i dont expect it will be done since bethesda has gone the easy mindless diablo/Castlevania (action game) way with perks at lvl up. Probably to catter the "i win button" addicted audience , which IMO is sad.
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Charlie Sarson
 
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Post » Tue Feb 01, 2011 12:52 pm

Actually the weapons skills in the game should be divided like this as bare minimum:
One haded blade
Two handed blade
Polearm
One handed blunt
Two handed blunt
Dagger
Xbow
Bow
Thrown weapons
Unarmed.

But if you are more purist it shiuld be divided as:
Unarmed
Weapon name
Throw weapon (name)

This way you could thrown any weapon for damage (except bow and Xbow) but you get disarmed no matter what (better have a backup weapon).
Each weapon would have its characteristic (blunt smashes bones give more damge throught armor(Hit point) damage ennemy armor (armor degradation), bladed give slashing damage, bleeding, piercing, but having less inertia give less damage throught armor), 2 handed weapon deal more damage but are slower and require more strenght and tire more, small weapon give less damage but can be fasty swinged and leave the bearer freer to move out (dodge) and tire less
Weapon skill would give similarity skills to other weapon EX: 10 point in 1 handed long sword give 5 point to 1 handed broad sword (assuming there both, or Katana) 6 point to short sword, 4 points for bastard sword, and 2 point to 2 handed, hand so on.
All skill are vice versa in giving knowledge.

This is easy to implement as this ar simple excell speadsheets developers are more than used too.

The more you are skilled with a weaon the more you deliver, bleeding wouds % increase, time of bleeding too, crippling blows % increase, bone break % armor degradation increase so after some blow armor protect less etc.

For such Material VS material table is paramount as with armor/weapon degradation.

Armor skill should be here too, like the more you know about armor, the less it hampers your movement (combat, day to day use, agility strenght ETC.) For example a heavyer armor protect more, but it hamper your movement at the beginning, slow you down, etc but in compensation your athletic and stamina grow faster at the beginning until they raise a plateau (when you feel confortable in the armor) you should have an agility increse if you dont want to give penalties.
To avoid aror switch penalties are given when you switch armors until you adapt. (balance not the same, reaction not the same)

All those are simple excell sheets, the right and correct way to implement things in a RPG, which have been done in many sistems and work right, but i dont expect it will be done since bethesda has gone the easy mindless diablo/Castlevania (action game) way with perks at lvl up. Probably to catter the "i win button" addicted audience , which IMO is sad.


That's what we need, 9 weapon skills, several playing almost identical.

More skills does not always translate to a better game.
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Lindsay Dunn
 
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