Skyrim needs more weapon's & weapon classes.

Post » Tue Feb 01, 2011 1:05 pm

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

More skills does not always translate to a better game.


OK then lets restrict to:
long sword
2 handed sword
short sword
bow
mace
2 handed mace
spear
dagger

Who need more anyway and lets play all equal doing simple hit points without any critical.
Wait all the weapon are the same damage kind ?
Well lets do it 1 weapon only... all people like swords so sword and bow.
Damn the game is too complicated, lets do it 2D with doors simulating 3D.
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Marine x
 
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Post » Tue Feb 01, 2011 1:00 pm

OK then lets restrict to:
long sword
2 handed sword
short sword
bow
mace
2 handed mace
spear
dagger

Who need more anyway and lets play all equal doing simple hit points without any critical.
Wait all the weapon are the same damage kind ?
Well lets do it 1 weapon only... all people like swords so sword and bow.
Damn the game is too complicated, lets do it 2D with doors simulating 3D.




Please explain to me the logic behind making separate skills for longblade, shortblade, and dagger, besides some silly numerical concept of ability (it's more realistic!).
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Anna Kyselova
 
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Post » Tue Feb 01, 2011 4:16 pm

OK then lets restrict to:
long sword
2 handed sword
short sword
bow
mace
2 handed mace
spear
dagger

Who need more anyway and lets play all equal doing simple hit points without any critical.
Wait all the weapon are the same damage kind ?
Well lets do it 1 weapon only... all people like swords so sword and bow.
Damn the game is too complicated, lets do it 2D with doors simulating 3D.





More complicated doesn't make for a better game. The current system allows a minimum level of competency in similar weapon styles with adgvancement in the one-handed skill, while allowing specialization with weapon perks.

Your idea would eliminate a level of realism; you've trained for years, fought in hundreds of battles, but when disarmed and you manage to grab a nearby mace, you forget how to fight because you didn't train specifically with a mace.
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Calum Campbell
 
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Post » Tue Feb 01, 2011 6:12 pm

I'm on Todd's side regarding this CONSTANT debate. So that's all I need to say.

Sometimes minimalism is the best course, especially for the sake of quality.
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Karen anwyn Green
 
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Post » Tue Feb 01, 2011 10:27 pm

I assume there is a reason why they chose 10 classes, more is not always better.

I would rather they not toss in dozens of additional weapon classes just to have more UNLESS they have plenty of time and resources to to justice to those additional weapons and classes. However if the new engine or some other factor means it takes longer to flesh-out each weapon class so that it's perfect, then I would much rather they focus on getting us 10 high-quality, fun classes to play that are well-balanced.

Rushing more weapon classes into the game for the sake of variety only works if there is enough time/energy to do them justice, to make them balanced and to fill the world with them (NPCs, stores, etc). I'll be happy with 10 if they are very well done. :)
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Greg Cavaliere
 
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Post » Wed Feb 02, 2011 12:19 am

Question:
How do you know what Skyrim needs when you don't know what Skyrim has..?
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Cassie Boyle
 
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Post » Tue Feb 01, 2011 10:47 am


More complicated doesn't make for a better game. The current system allows a minimum level of competency in similar weapon styles with adgvancement in the one-handed skill, while allowing specialization with weapon perks.

Your idea would eliminate a level of realism; you've trained for years, fought in hundreds of battles, but when disarmed and you manage to grab a nearby mace, you forget how to fight because you didn't train specifically with a mace.



And since when you wake up knowing how to use properly something you never used before ? (perk sistem)
Trained all your life ? Where, when ? You always begins a mudlicker and this time it will be no diferent.
Please elaborate on all those items.
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Jesus Duran
 
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Post » Tue Feb 01, 2011 10:30 am

you wake up knowing how to use properly something you never used before ? (perk sistem)


That's no perk system I've ever used.

Answer my question, kiddo. Give me the logic.
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Laura Cartwright
 
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Post » Tue Feb 01, 2011 10:27 am

I'm on Todd's side regarding this CONSTANT debate. So that's all I need to say.

Sometimes minimalism is the best course, especially for the sake of quality.



I would agree with you if it was true, but in this case is just the eeffortless path, because they need more people on GFX so it means less people on thinkering, programing the game mechanics.
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natalie mccormick
 
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Post » Tue Feb 01, 2011 10:37 pm

Pickaxes should be there.

How is minig possible without one?

I may not use one, but for the character's look, and enviroment, and early characters, should be there.


If some one says "Who cares about pick, I don't use them"... If I never use mage robes, because I prefer heavy armour, I could say "Screw mage robes, we don't need them, because I don't use them."? I don't think.
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Mélida Brunet
 
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Post » Tue Feb 01, 2011 5:17 pm

And since when you wake up knowing how to use properly something you never used before ? (perk sistem)
Realism? Don tmake me laught.
Trained all your life ? Where, when ? You always begins a mudlicker and this time it will be no diferent.
Please elaborate on all those items.


A levelling system, skill increase system, or perk system represent the culmination of practice. You've been working at developing new skills and techniques for a while, but eventually that training will "click". The muscle memory is set, and now you can perform that ability at will. The only other way to do it would be a percentile based skill check system, which adds an unecessary level of complexity.

You've trained all your life by fighting battles and training with skill trainers, as have been seen in the series already.


Please indicate where I have misunderstood; you made a sarcastic post claiming the game is getting dumbed down. I responded saying that the game being more complicated doesn't necessarily mean the game is better. Seems pretty straight-forward.
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Justin Bywater
 
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Post » Tue Feb 01, 2011 11:08 pm

Your idea would eliminate a level of realism; you've trained for years, fought in hundreds of battles, but when disarmed and you manage to grab a nearby mace, you forget how to fight because you didn't train specifically with a mace.

This could be easily addressed with some sort of overall "Weapons" skill that is improved every time you level a combat skill. You skill with any particular weapon then works out as:

(Sword, Mace, Axe, etc) Skill + WEAPON Skill + Strength Modifier == Damage Dealt

This could be tweaked for even greater granularity if desired. And this way, you simply aren't as skilled with a mace as you are a sword, period.
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Mario Alcantar
 
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Post » Tue Feb 01, 2011 10:27 am

To implement so many different weapons properly(IE - animated with moves that would work with the weapon type) they'd have to turn TES into a medieval weaponry simulation game.

It'd be nice to have so many options but I think a lot of these polls and wishlists are just asking way too much. I'd rather they focus on a smaller set of weapons and getting them each to feel unique and intuitive than have a bunch of weapon that we can only use extremely simple thrust, chop, and slash motions with.
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Jaki Birch
 
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Post » Wed Feb 02, 2011 12:33 am

throwing knives...
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Naomi Lastname
 
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Post » Tue Feb 01, 2011 7:06 pm

Pickaxes should be there.

How is minig possible without one?

I may not use one, but for the character's look, and enviroment, and early characters, should be there.


If some one says "Who cares about pick, I don't use them"... If I never use mage robes, because I prefer heavy armour, I could say "Screw mage robes, we don't need them, because I don't use them."? I don't think.



Pickaxes had a Medieval Name: War mathock, they where used agaisnt heavy armor piercing the plate of the armor. Bulky clumbersome but deadly agaisnt slow canned opponents.
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GPMG
 
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Post » Tue Feb 01, 2011 10:44 pm

Pickaxes had a Medieval Name: War mathock, they where used agaisnt heavy armor piercing the plate of the armor. Bulky clumbersome but deadly agaisnt slow canned opponents.


Though Mattocks were used in war, it was mainly because they were readily available, much like the pitchfork.

The mattock is the trenching tool portion that is on many picks today, fairly wide, flat, and set at a right angle to the handle.

I know what you're saying, but since I get to use one from time to time I've had a chance to learn the terms... though mostly because I have to order replacements.
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Del Arte
 
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Post » Tue Feb 01, 2011 10:25 pm

I didn't vote. Because this poll doesn't take into account trade offs.

If more things are added the resources to development need to come from somewhere else.

So the real question should be something like:

"Would you like more weapons and weapon classes even if it meant delaying the game until 2012?"

or

"Would you like more weapons and weapon classes even it it meant fewer or less detailed quests"

etc.

With those more realistic questions I think you might get different answers.
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john palmer
 
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Post » Tue Feb 01, 2011 1:29 pm

Just let me tidy this lot up ..... open again in a while.

OK, a lot of posts have gone away and some have been edited. Let's now get back to discussing weapons and weapons classes please.
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Alina loves Alexandra
 
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Post » Tue Feb 01, 2011 4:14 pm

Overall I think it comes down to what level of complication is necessary to keep the game fun, but also being believable. Everybody has a different opinion obviously, but I would tend to emphasize fun over realism to an extent; I'm perfectly willing to believe that a hero like the Dragonborn is able to apply combat techniques across similar weapons, but I'd have more trouble with him/her surviving multiple blows from a Dragon's tail.

I'm liking what Bethesda has planned in the perk system. There's room for improvement, but they have to keep to a timetable and keep everyone having fun.
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Jonathan Braz
 
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Post » Wed Feb 02, 2011 1:59 am

The amount of weapons available is fine at the moment, when you think about it. The problem is making the ones already available more desirable and with the new weapon perks Bethesda will likely accomplish this.

Although more variety would, of course, be welcomed.
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Carlos Vazquez
 
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Post » Tue Feb 01, 2011 1:02 pm

I didn't vote. Because this poll doesn't take into account trade offs.

If more things are added the resources to development need to come from somewhere else.

So the real question should be something like:

"Would you like more weapons and weapon classes even if it meant delaying the game until 2012?"

or

"Would you like more weapons and weapon classes even it it meant fewer or less detailed quests"

etc.

With those more realistic questions I think you might get different answers.

Yes kill the suggestion with an oppinon that the game has to be delayed and there is no such thing as DLC or updates. Ill change that now. :shakehead:
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Umpyre Records
 
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Post » Tue Feb 01, 2011 10:43 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.

In the nicest possible way, you are a jerk. . . :thumbsdown:

I am sure I sound like that right . . . No I spent hours researching the topic, the goal isn't to belittle bethesda for not putting it in but draw attention that there market wants more. Obviously by this landslide victory of a poll you can determine as a developer that something is wrong. So the topic gets opened for discussion and we see changes made. Don't presume everyone is so arrogant. Not everything is black and white kid. None the less I love how you mock people for not speaking formally then turn around and do it yourself. That's not being a hypocrite at all is it? "Skyrim don't NEED more"

If they couldn't implement features weapons and armor in a good way they wouldn't be as successful as they are today and the elderscrols would just be another two worlds seres.
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Sammykins
 
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Post » Wed Feb 02, 2011 1:20 am

Each weapon category has it's own animation. Adding a weapon class isn't as easy as oblivions method.
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des lynam
 
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Post » Tue Feb 01, 2011 4:12 pm

Each weapon category has it's own animation. Adding a weapon class isn't as easy as oblivions method.

Actually your missing some things. Each weapon has it's own animation's, textures, meshes, sounds, descriptions in books & referenced by NPC's, random loot, and sold at shops & put on display at them.

You still didn't state whether you were opposed or not. Even if it is all that doesn't make it any less attractive to me.
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El Goose
 
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Post » Tue Feb 01, 2011 3:38 pm

i think that it would be cool if they added a gantlet that has spikes on it to do bleeding damage which lasts for say 5 seconds and that only happens say 11% of the time. wat do you all think.
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Rinceoir
 
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