.::Stabbing and Alchemy::.

Post » Sat Feb 19, 2011 6:21 am

Hi there allow me to introduce myself. I am Lackrome, I've played TES for a long time. I'd like to make some assertions to a topic in particular, Stabbing.
As we know, stabbing for some strange reason is not in the game. I don't know why but it isn't. Now stabbing isn't very complicated; it is in fact quite simple. You lunge and stab. Not complicated.
Now after reading this thread http://www.gamesas.com/index.php?/topic/1157949-limb-damage/ . I was actually thinking and I said, this would be great. Now limbs will be explained in that thread. But as for here stabbing and limb damage is something I've always wanted in TES games.

Stabbing:
Stabbing is, as we can all agree, a very used technique in swords. It comes so much to that, that musketeers swords were made for stabbing only. Now what I don't get is why stabbing is not in (And probably won't be) in TES. It would be cool to make a stabbing assassination move against an enemy (Anyone who's played Halo Reach knows what I'm talking about). Or just lunging and thrusing your sword/dagger inside your enemies chest would be satisfying as hell. As I am quite confident you fellow members of the community can figure how to perform these stabs. After all, my suggestion is your suggestion.

Alchemy:
Alchemy was probably one of the most boring skills in Oblivion(I'm pretty sure everyone can agree on that). Nothing out of the ordinary but it would be cool to have an alchemy minigame, and you have a chance of failure and succession. After all, most science comes from failure. Who knows, maybe some new plants or materials can make specific potions to cure/buff some specific attributes.

Temporary knock down:
Please do not confuse knock down with knock out. This is for blunt weapons in particular, If you hit an enemy hard he/she may fall down. This indeed makes them immobile. But it only drops them to the floor as quickly as they get up. What this could be used for is finishing moves like lunging a sword inside your opponent while he's on the floor. Similar to the paralysis spells in Oblivion.

Edit:
Footprints:
You know what I noticed about snow in oblivion? When you walk over it no footprints show; hell even mario was able to do it. This is self explanatory.

Thank you for anyone who has read this, and please take this into consideration Bethesda :)
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Louise
 
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Post » Sat Feb 19, 2011 3:39 am

Stabbs: shouldn′t be tough to do, simply make moving forward+ attack button= stab, also I think we will see some stabbing with the new finishing moves, so to a degree youl most likly get what ya want

Alchemy: frankly not everything needs to be made engaging, I rather like the gameplay focus on thing that my character affects the world (like combat, lockpicking or talking) and leaving making potions just something I do. Being simple isn′t a horrible thing ya know.

knock down: I say yes to it, no to being able to finish knock downed foes...sounds like making the combat as cheap easy as the counter mechanic in Assassins Creed 1 & 2
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Milad Hajipour
 
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Post » Sat Feb 19, 2011 1:49 am

I dont want any failure unless the person I'm attacking has a resistance to the poison. I dont know why failure should exist when the reactions are already known. If that were the case I would have just made excuses for screwing up my organic chem labs

The knockdown sounds pretty cool. Or you could switch it with paralyzing or some other effect.

All in all I think there will be some very cool perks for stealth characters. I know axe has a perk that allows for bleeding out so I expect some sick ways to deal damage
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gandalf
 
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Post » Sat Feb 19, 2011 6:35 am

Alchemy:
Alchemy was probably one of the most boring skills in Oblivion(I'm pretty sure everyone can agree on that). Nothing out of the ordinary but it would be cool to have an alchemy minigame, and you have a chance of failure and succession. After all, most science comes from failure. Who knows, maybe some new plants or materials can make specific potions to cure/buff some specific attributes.



Boring in terms of clicking to make a potion perhaps,but alchemy all together is one of the most useful skills as all playstyles can greatly benefit from it.

Only thing that pops in mind for an alchemy minigame is having ingredients in the pestle thingy while doing circular motions with your mouse (thus moving the mortar arround the pestle) to grind them. Something similar was done in that western game where you had to pull the mouse to shoot your gun.
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Ernesto Salinas
 
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Post » Fri Feb 18, 2011 10:42 pm

Stabbing was in, in Morrowind.
Alchemy is getting a change.
Knockdowns? I don't know but perks could have this as an effect.
Snow I think this is already in.
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BRAD MONTGOMERY
 
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Post » Sat Feb 19, 2011 12:33 am

All of these were already part of TES in some regard (except Footprints)

Stabbing was a power attack on some blades I think. Not sure, but if it wasn't it should be. Alchemy is already getting a revamp, one of the devs said he always worked on alchemy during lunch because it was his favorite thing to do. Knockdown was the backward power attack. It could have a chance to happen in normal battle but it was already in.

Other then that hell yeah footprints.
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Del Arte
 
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Post » Sat Feb 19, 2011 9:31 am

Boring in terms of clicking to make a potion perhaps,but alchemy all together is one of the most useful skills as all playstyles can greatly benefit from it.

Only thing that pops in mind for an alchemy minigame is having ingredients in the pestle thingy while doing circular motions with your mouse (thus moving the mortar arround the pestle) to grind them. Something similar was done in that western game where you had to pull the mouse to shoot your gun.



Stuff like that is always cool the 1st dozen times... now imagine doing that after 200+ hours of gaming
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Fluffer
 
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Post » Fri Feb 18, 2011 10:01 pm

I dont want any failure unless the person I'm attacking has a resistance to the poison. I dont know why failure should exist when the reactions are already known. If that were the case I would have just made excuses for screwing up my organic chem labs.

I meant failure of the potion when it's made. Such as the chemical reaction didn't seem to react. Or maybe explode (for the lulz). But depending on your Alchemy level you would be more likely to succeed. You should gain an immunity to failure when you get Master alchemy or something.
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Naazhe Perezz
 
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Post » Sat Feb 19, 2011 1:26 pm

I meant failure of the potion when it's made. Such as the chemical reaction didn't seem to react. Or maybe explode (for the lulz). But depending on your Alchemy level you would be more likely to succeed. You should gain an immunity to failure when you get Master alchemy or something.


it all sounds fun on paper, but again...alchemy is ment to be a background skill, and frankly not every little bloody skill needs some mini game attached to it.
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Steven Hardman
 
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Post » Sat Feb 19, 2011 11:30 am

Stuff like that is always cool the 1st dozen times... now imagine doing that after 200+ hours of gaming


I wasn't suggesting it. It was a "thinking out loud" moment. But still,imagine the health benefits. Maybe my carpal tunnel syndrome would be healed if the game made me move my wrist more. :dance:
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Matthew Aaron Evans
 
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Post » Sat Feb 19, 2011 6:17 am

I meant failure of the potion when it's made. Such as the chemical reaction didn't seem to react. Or maybe explode (for the lulz). But depending on your Alchemy level you would be more likely to succeed. You should gain an immunity to failure when you get Master alchemy or something.

The only problem is that logically with a Mortar and Pestle, mixing 1 part of ingredient X and 1 part of ingredient Y will never fail. Chemistry doesn't just not work sometimes.
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Tamara Dost
 
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Post » Sat Feb 19, 2011 3:31 am

Snow I think this is already in.

-Facepalm- I suggested footprints in snow. Not snow itself. Learn 2 read.
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Cathrin Hummel
 
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Post » Sat Feb 19, 2011 12:34 am

I meant failure of the potion when it's made. Such as the chemical reaction didn't seem to react. Or maybe explode (for the lulz). But depending on your Alchemy level you would be more likely to succeed. You should gain an immunity to failure when you get Master alchemy or something.

It was like that in Morrowind. Was a bit frustrating at extra low level but later on, it only happened sometimes.
I'm not a fan of mini-games though.

Edit: Talking about the failure rate. Morrowind didn't have explosive alchemy attempts. :P
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Mistress trades Melissa
 
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Post » Sat Feb 19, 2011 3:12 am

Isn't there a screenshot of a Nord stabbing a draugr? I'm pretty sure it's in.
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Tai Scott
 
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Post » Sat Feb 19, 2011 8:47 am

There was a screenshot in GI that showed the player doing a finishing move that involved stabbing the enemy through the chest.
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Phillip Hamilton
 
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Post » Sat Feb 19, 2011 6:24 am

Isn't there a screenshot of a Nord stabbing a draugr? I'm pretty sure it's in.


that is most likly a finishing move, I think the OP is refering to stabbing as a means of a normal attack.
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Phoenix Draven
 
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Post » Sat Feb 19, 2011 10:06 am

It's a screen of an assassin stabbing what appears to be a dunmer. Even tho some claim it to be an Argonian. I'd vote Dunmer.

EDIT: It doesn't necessarily need to be a finishing move. It may be a stealth attack... (Todd Howard said they're thinking about it,even tho it is unknown if one-shot/stabb kills will be implemented at this point)
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Averielle Garcia
 
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Post » Sat Feb 19, 2011 8:57 am

alchemy boring?! omg no sir i disagree, it was my favorite skill

and

It's a screen of an assassin stabbing what appears to be a dunmer. Even tho some claim it to be an Argonian. I'd vote Dunmer.

EDIT: It doesn't necessarily need to be a finishing move. It may be a stealth attack... (Todd Howard said they're thinking about it,even tho it is unknown if one-shot/stabb kills will be implemented at this point)


that was a f%$# goblin!
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Lucy
 
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Post » Sat Feb 19, 2011 12:21 am

You are able to stab in the vanilla Oblivion. You just have to be a high enough blade skill.
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Everardo Montano
 
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Post » Sat Feb 19, 2011 6:41 am

that is most likly a finishing move, I think the OP is refering to stabbing as a means of a normal attack.

Ah, I see. Well then your guess is as good as mine.
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Richard Thompson
 
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Post » Sat Feb 19, 2011 8:42 am

As we know, stabbing for some strange reason is not in the game.


Not in Skyrim?! Where have you got that info from? Or did you mean Oblivion? Oblivion had no stab animation simply because the devs were lazy(yes I said it!) and used the exact same animations for both blunt and bladed weapons. Stabbing with a hammer looks kind of silly so they dropped it.
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maddison
 
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Post » Sat Feb 19, 2011 12:06 pm

Stuff like that is always cool the 1st dozen times... now imagine doing that after 200+ hours of gaming

Take in note the logic of the alchemy does not differ too much from the lockpicking skill. It is not really by random chance. But more by true skill, such as you could pick any level lock at any lockpicking skill level. The outcome of the potion depends on the players skill. There would be a button that could attempt it automatically. But if failed an ingredient would be consumed(waste) similar to a lock pick.
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Bethany Short
 
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Post » Fri Feb 18, 2011 9:38 pm

that was a f%$# goblin!


Yes,makes sense. Scrawny arms would explain it I guess.
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rebecca moody
 
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Post » Sat Feb 19, 2011 4:22 am

Take in note the logic of the alchemy does not differ too much from the lockpicking skill. It is not really by random chance. But more by true skill, such as you could pick any level lock at any lockpicking skill level. The outcome of the potion depends on the players skill. There would be a button that could attempt it automatically. But if failed an ingredient would be consumed(waste) similar to a lock pick.


true, but if your where a eager ingredient collector in Oblivion, you made 20 potions for every locked door/container you found


by that factor your minigame idea meant you have to do the minigame 20 more often then lockpicking, skills like lockpicking didn′t worn out it′s welcome because they where dots in a sea of exiting dungeon crawling and sword swinging. A alchemy minigame would end up more frequent...thus worn out it′s welcome very quickly.
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Shannon Marie Jones
 
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Post » Sat Feb 19, 2011 1:01 pm

Take in note the logic of the alchemy does not differ too much from the lockpicking skill. It is not really by random chance. But more by true skill, such as you could pick any level lock at any lockpicking skill level. The outcome of the potion depends on the players skill. There would be a button that could attempt it automatically. But if failed an ingredient would be consumed(waste) similar to a lock pick.



I suppose, and it does make sense, but certain potions really should not have a failure rate. And in all honesty anyone can make a mixture with a mortar and pestle. Its not complicated. Ive done it and it requires no prior experience. I suppose failure could arise if the portions were not measured correctly or maybe the other apparatus could complicate things, but even then..

Anyways I was just talking about the animation. Extended animations for things like making potions or fixing weapons may get tedious and annoying
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James Baldwin
 
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