Tedious Combat

Post » Sun Apr 24, 2011 7:31 pm

Something I am hoping they address that bothered me about oblivion is how many hits it took to kill something since weapon damage was relatively low compared to how much health characters and npcs had. I preferred morrowinds combat system (I do prefer Oblivions animations and power attacks, however) and I do agree there is a very steep learning curve which I don't like, but when you hit a level 4 naked person in Morrowind with an iron longsword they certainly felt it. In oblivion, however, I felt like it took way to many hits to kill someone in a similar scenario. Having weapon damaged based so much on skill and strength always bothered me.

Basically I want combat to be more deadly.
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Justin Hankins
 
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Post » Mon Apr 25, 2011 9:40 am

Something I am hoping they address that bothered me about oblivion is how many hits it took to kill something since weapon damage was relatively low compared to how much health characters and npcs had. I preferred morrowinds combat system (I do prefer Oblivions animations and power attacks, however) and I do agree there is a very steep learning curve which I don't like, but when you hit a level 4 naked person in Morrowind with an iron longsword they certainly felt it. In oblivion, however, I felt like it took way to many hits to kill someone in a similar scenario. Having weapon damaged based so much on skill and strength always bothered me.

Basically I want combat to be more deadly.

I don't want any realistic combat damage shenanigans. In reality sword fights end in seconds, for example.

I think the main problem with Oblivion was the leveled health. If I recall they have confirmed that health for a particular foe type is static in Skyrim, so there won't be baloney like in Oblivion where you reach your maximum damage output and enemy health continues to rise anyway due to levels related to other skills.
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Stephanie Nieves
 
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Post » Sun Apr 24, 2011 8:25 pm

If there are many fight animations like where the two people are dueling in the trailer, then I certainly wouldn't mind long fights.
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Lizzie
 
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Post » Mon Apr 25, 2011 9:28 am

You damaged them faster in Morrowind WHEN you hit them, which happened less time I'd like.

... then they cast Sanctuary...
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Adam Porter
 
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Post » Sun Apr 24, 2011 6:05 pm

You damaged them faster in Morrowind WHEN you hit them, which happened less time I'd like.

... then they cast Sanctuary...



shudders :eek:

get combat along the lines of Dark messiah and no sane man will complain.
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Mandi Norton
 
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Post » Mon Apr 25, 2011 3:55 am

Something I am hoping they address that bothered me about oblivion is how many hits it took to kill something since weapon damage was relatively low compared to how much health characters and npcs had. I preferred morrowinds combat system (I do prefer Oblivions animations and power attacks, however) and I do agree there is a very steep learning curve which I don't like, but when you hit a level 4 naked person in Morrowind with an iron longsword they certainly felt it. In oblivion, however, I felt like it took way to many hits to kill someone in a similar scenario. Having weapon damaged based so much on skill and strength always bothered me.

Basically I want combat to be more deadly.


i think they have this for bows now, and finishing moves will def help :D
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Nana Samboy
 
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Post » Mon Apr 25, 2011 12:58 am

I don't want any realistic combat damage shenanigans. In reality sword fights end in seconds, for example.

hm... that would be a pretty awesome as something like a hardcoe option IMO... especially if there are decapitations...

maybe it's not meant for TES though.
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Ymani Hood
 
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Post » Mon Apr 25, 2011 5:33 am

No thanks on decapitations. In any case, even in pro-gore threads it's been discussed how decapitations are not "realistic gore."
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chloe hampson
 
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Post » Sun Apr 24, 2011 8:17 pm

At least more than the same three moves,but I have faith in the devs that they'll have improved it,after all,people have complained about it a hundred times over,they'll have noticed...
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NeverStopThe
 
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Post » Mon Apr 25, 2011 10:10 am

I agree, I think they are trying to address this.

From everything we've heard about the combat, it seems they also saw this as a problem and are trying to address it. I think that everything will generally be more damaging and that health will be less important (I hope so at least)


I just want to be more or less at the same level in terms of health with my enemies (human enemies at least). Armor would modify this, naturally.
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FLYBOYLEAK
 
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Post » Mon Apr 25, 2011 9:10 am

No thanks on decapitations. In any case, even in pro-gore threads it's been discussed how decapitations are not "realistic gore."


Lolwut? How are decapitations not realistic gore? Samurai used to cut people's heads off in one good swing of a katana, for instance. Not to mention the reason it's known about in the history of warfare is because it can and does happen.
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LuBiE LoU
 
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Post » Sun Apr 24, 2011 8:57 pm

... then they cast Sanctuary...

Isn't thats great?
Problem of Morrowind was not in Sanctuary spell but in dice-rolled combat thats not apply well to realtime game.
They actually use spell for defending self from death at low health, but nice if enemy can use more magic as well as use potions when feel hard situation or run away and hide when nothing help, nice if enemy mages try use mark&recall to short teleportation if player come to close, levitation if player in unreachable places or need to avoid close combat or divine intervention or invisibility if nothing help to avoid death, thats will make them actually live and fear for their lives not a mindless robots thats fight to the death.
Sneaky Archers can change position when become detected as well as assassins can hide in shadows and use poisons for maximum damage, NPC must use torches and Light spells to cast shadows away and reduce player sneaking, actually use Detect Life spell, become alerted by suspicious activity, game must provide challenging experience and not become tedious and boring for player, then enemies must be smarter and interesting.
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Sasha Brown
 
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Post » Mon Apr 25, 2011 2:08 am

Problem of Morrowind was not in Sanctuary spell but in dice-rolled combat thats not apply well to realtime game.

Eh, you can make it work, see below. :P

Spoiler
Mkay, in regards to combat and player-skill vs character-skill, I'm currently toying with an old idea I had some time ago regarding how AI packages could be intermeshed with mechanics. One that I would call, for lack of a better phrase, soft dice-roll combat.

Firstly, this idea somewhat assumes 4 things.
1. Fatigue playing a far more integral role in combat success (or success at anything else that involves physical activity and/or concentration). Doing anything with zero or almost zero fatigue should be next-to-impossible.
2. A return to Morrowind's gimping of weapon damage if the player doesn't allow the weapon to fully draw back (note that this is separate from power attacks).
3. The actual speed of a weapon's swing being dependent solely upon the player's skill with that weapon.
4. Different styles of attack that are controlled by player motion when attacking.


Okeh, so let's say you're going up against a bandit, and as you come in range with your blade, you click your mouse button (or whatever you console people do) to attack. In that instant, the game notes whom you're attacking by determing the NPC whom the crosshair is pointing at. It fetches the following variables: The player's fatigue, weapon skill, agility, speed, and luck, and the NPC's fatigue, agility, block skill, speed, and luck (perhaps more, but I'm kinda figuring out the formula components as I go along; I won't even try to stamp out an actual mathematical chance-to-hit formula in its entirety).

Basically, let's define what it means for the character to "miss." If the character has missed, then the NPC has likely successfully dodged or blocked. Let's say that, in this example, our formula determines that the NPC manages to dodge. This has either happened because the NPC in question is incredibly agile or swift, whereas the player character might not be, or the player's swing (via weapon skill) was fairly slow and inexperienced, allowing the NPC to anticipate the swing and move, or the NPC in question was rather lucky as compared to the player. Either way, the formula has determined that a dodge should occur, regardless of the reason.

How does this dodge happen, then? Instead of Morrowind's "blade swinging through solid object" or an animation providing a mask for "blade swinging through solid object," an AI package will be enabled on the NPC, telling them to retreat in a given direction immediately. The direction will be determined by the type of attack the player is about to engage in; the NPC will move in the opposite direction, or the direction that will be the hardest for the player to reorient towards (with some randomization). Keep in mind this is all happening right as the player clicks their mouse button to attack.

So the NPC retreats as the player swings, thus giving an actual, tangible, physical and sensible explanation for character missing, one that still has its foundation on dice-roll mechanics and yet is devoid of its unexplained occurrences and isn't a slap-on fix. But our scenario is not yet perfect. What if we have a player who has experienced the game long enough to develop his player-skill enough to successfully reorient his attacks and hit the NPC anyway, even though they dodged? This is what I think should occur. If the player manages to accomplish this feat and overrides the character skill (rather comparable to how an experienced player can unlock any lock in the game regardless of skill in Oblivion by working with the system long enough), then the hit should still count, but the total damage should be cut to around 1/8 or 1/10. After all, the character-relevant skills determined a specific outcome should have taken place. Yet the player is still getting somewhat of a reward for overriding that outcome with player skill, just not near the same reward as what would normally be there.

This is what I imagine when I think of possible future combat in TES. Character-skill dice-rolls given form by short AI packages. While this example only highlighted a "dodge" roll, block and parry are just as feasible, as are other, more complex uses of AI driven by skill/attribute formulas.

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Bethany Short
 
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Post » Sun Apr 24, 2011 7:03 pm

Having weapon damaged based so much on skill and strength always bothered me.

Then, brutally honestly, you need to go find another game series. TES games have ALWAYS depended on skills and attributes. If you want an insta-kill button-masher, go play one.

Basically I want combat to be more deadly.

Then you don't want "combat." You want to just kill stuff. Go play a game in which you just kill stuff and leave this one the hell alone.
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Zoe Ratcliffe
 
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Post » Mon Apr 25, 2011 4:21 am

Eh, you can make it work, see below. :P

Well I'm not against dice rolls since I also love RPG in :tes: and not want pure slasher combat, but I don't like how dice rolls was applied in game, need some more improvements on combat mechanic for better dice-rolls gears working as well game need some Adrenaline in combat and not purely relies on cold Dice Rolls lets see how it can be blended together in better way
Spoiler

1. Fatigue playing a far more integral role in combat success (or success at anything else that involves physical activity and/or concentration). Doing anything with zero or almost zero fatigue should be next-to-impossible.

Thats work in Oblivion but instead of critical miss its apply minimal damage to strike, its not affect magic trough thats bad flaw.
Thats mod I use in different combinations for making fatigue more important also http://www.gamesas.com/index.php?/topic/1175613-alternate-gravity-encumbrance-system-and-alternation-school/
Affect combat gameplay
SM Encumbrance and Fatigue
http://www.tesnexus.com/downloads/file.php?id=12074
Realistic Fatigue
http://www.tesnexus.com/downloads/file.php?id=10925
Fatigue Effects
http://www.tesnexus.com/downloads/file.php?id=20850
Fatigue and Sleeping
http://www.tesnexus.com/downloads/file.php?id=19501
SM Combat Regen
http://www.tesnexus.com/downloads/file.php?id=29095
SM Hand Combat
http://www.tesnexus.com/downloads/file.php?id=18834

Affect Magic gameplay
Audacious Magery
http://www.tesnexus.com/downloads/file.php?id=25844
Sorcerys Toll
http://www.tesnexus.com/downloads/file.php?id=20000
Fizzle
http://www.tesnexus.com/downloads/file.php?id=25616

2. A return to Morrowind's gimping of weapon damage if the player doesn't allow the weapon to fully draw back (note that this is separate from power attacks).
3. The actual speed of a weapon's swing being dependent solely upon the player's skill with that weapon.

Well I use some options from an russian mod KEa http://www.tesnexus.com/downloads/file.php?id=7228 it has customizable ini with options and add weapon momentum so some weapons slower and its depend on player strength, weapon weight and player skills, as well I use
http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery-32/ draw bow burn fatigue more time to draw more speed for arrow, slow arrow deflected by armor.
4. Different styles of attack that are controlled by player motion when attacking.

Hmm something like in Daggerfall or like in Mount & Blade?
You need check MERP&Blade combat at youtube

Basically, let's define what it means for the character to "miss." If the character has missed, then the NPC has likely successfully dodged or blocked. Let's say that, in this example, our formula determines that the NPC manages to dodge. This has either happened because the NPC in question is incredibly agile or swift, whereas the player character might not be, or the player's swing (via weapon skill) was fairly slow and inexperienced, allowing the NPC to anticipate the swing and move, or the NPC in question was rather lucky as compared to the player. Either way, the formula has determined that a dodge should occur, regardless of the reason.

How does this dodge happen, then? Instead of Morrowind's "blade swinging through solid object" or an animation providing a mask for "blade swinging through solid object," an AI package will be enabled on the NPC, telling them to retreat in a given direction immediately. The direction will be determined by the type of attack the player is about to engage in; the NPC will move in the opposite direction, or the direction that will be the hardest for the player to reorient towards (with some randomization). Keep in mind this is all happening right as the player clicks their mouse button to attack.

So the NPC retreats as the player swings, thus giving an actual, tangible, physical and sensible explanation for character missing, one that still has its foundation on dice-roll mechanics and yet is devoid of its unexplained occurrences and isn't a slap-on fix. But our scenario is not yet perfect. What if we have a player who has experienced the game long enough to develop his player-skill enough to successfully reorient his attacks and hit the NPC anyway, even though they dodged? This is what I think should occur. If the player manages to accomplish this feat and overrides the character skill (rather comparable to how an experienced player can unlock any lock in the game regardless of skill in Oblivion by working with the system long enough), then the hit should still count, but the total damage should be cut to around 1/8 or 1/10. After all, the character-relevant skills determined a specific outcome should have taken place. Yet the player is still getting somewhat of a reward for overriding that outcome with player skill, just not near the same reward as what would normally be there.

This is what I imagine when I think of possible future combat in TES. Character-skill dice-rolls given form by short AI packages. While this example only highlighted a "dodge" roll, block and parry are just as feasible, as are other, more complex uses of AI driven by skill/attribute formulas.

Well another great mod by Duke Patricks
http://www.youtube.com/watch?v=Q-d6eS4159c
Some features like in thats video used in http://www.tesnexus.com/downloads/file.php?id=15103 what I use
As well there is Documn mods thats I use
Doc Block Recoil Stagger
http://www.tesnexus.com/downloads/file.php?id=35933
http://www.youtube.com/watch?v=-epmBNmbyRU
Stagger is applied when it have all needed conditions
Doc Dodge
http://www.tesnexus.com/downloads/file.php?id=28318
Something thats work as by Duke Patricks - Everyone Or Just Vampires Now Bob And Weave mod but for player.
Giants use strikes from http://www.tesnexus.com/downloads/file.php?id=23541
So thats still dice rolls since RPG mechanic applied but they are not just miss strike when physically we strikes true an enemy

Also about Sanctuary spell from morrowind I use another mod by Duke Patrick's its Combat Magic
http://www.youtube.com/watch?v=3LLGoyUMX2I
http://www.youtube.com/watch?v=ZTOynB6Z-Rw
Its add more adrenaline to magic so its work more like swordplay, One of spells its Ghost Dodge and for me its great alternative to Sanctuary.
As well as some other mods by Documn
Doc Magic
http://www.tesnexus.com/downloads/file.php?id=23813

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Steeeph
 
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Post » Mon Apr 25, 2011 12:19 am

In oblivion skill are exclusive for mage kind, the combat classes are limited, just 4 combat skills to fighters, punch and stealth. I HOPE (Beth soft or whatever please listen to this!) to see skills like "Neck grab" and throw someone to the abyss, "stun shield" improved naked punch moves, maybe some kicks and some other stuff to learn in the fighters and thieves guild. in trailer i saw some improved stealth kill, so lets hope for more.
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Camden Unglesbee
 
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Post » Sun Apr 24, 2011 6:58 pm

If there are many fight animations like where the two people are dueling in the trailer, then I certainly wouldn't mind long fights.

Yeah, the problem with OB was that the combat got a bit repetative due too limited animations and little physics before the enemy fall. If it is as good as it looks I don't mind OB length in combat :D
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sally coker
 
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Post » Mon Apr 25, 2011 8:35 am

No thanks on decapitations. In any case, even in pro-gore threads it's been discussed how decapitations are not "realistic gore."

have you ever seen the show SPARTACUS? that's really unrealistic gore lol :D
in age of conan they originally had decapitation animations WHICH were super awesome! too many people complained though... guess too many kiddies couldn't handle a MATURE game :S
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Josephine Gowing
 
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Post » Mon Apr 25, 2011 3:10 am

Lolwut? How are decapitations not realistic gore? Samurai used to cut people's heads off in one good swing of a katana, for instance. Not to mention the reason it's known about in the history of warfare is because it can and does happen.


No, no they didn't.
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Victoria Bartel
 
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Post » Sun Apr 24, 2011 11:01 pm

Having weapon damaged based so much on skill and strength always bothered me.

Well, I'm pretty sure that Conan hits a bit harder than, say, Sheldon from BBT. But I generally agree with your point, although whether strength and skill matters or not, isn't really the problem. The main issue is with how much it matters, as well as how badly the mobs level up in Oblivion (i.e. how badly health increase per level sometimes corresponds to weapon strengths).

Personally, I think the overall efficacy of gear should be around +0.25% per skill point (+25% at level 100) or a similar moderate, conservative value.

Second, Strength (or any attribute) bonuses should be equally moderate. Instead of being able to max out your strength early on, all attributes should be tied to their governed skills, i.e. requiring all Strength-based skills to be at 100 in order to have 100 Strength, for three reasons - (1) realism, (2) making Fortify Strength and Feather spells more attractive and (3) making money-making a bit more difficult and, subsequently, rewarding.

Third, one thing I haven't seen be fully explored in an ES game, is the way mobs can be made to have unique attributes such as elemental resistances/absorption or weakness (major ones, not just minor), immunity to normal and even magical (physical) weapons and specific qualities such as damage reduction and/or threshold - instead of just being lazy and give mobs +X health and hope nobody will notice.
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Olga Xx
 
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Post » Mon Apr 25, 2011 8:06 am

No, no they didn't.

Yes they did, you need to watch more Discovery channel ;)

If you use the right technique, you can pretty much split a body in half with a proper Katana or Iaito. But, in your defense, technically a Samurai rarely used any effort to specifically sever heads or limbs (because it requires a stance that leaves you open and is easy to spot), it was enough to just graze the opponent so they got a mortal wound and bled to death. e.g. a chest wound that cut open the ribcage/heart or a severed wrist or entire hand (severed Aorta) which is more or less "game over" if you cannot put pressure on it to stop the bleeding (which would be kinda hard if your archenemy stood over you with a blade, ready to finish you off).

Typically, a Samurai showdown consisted of up to several minutes just staring at eachother and reading body language and whatnot. The actual attack lasted usually for just a few seconds. Whenever you see lengthy fencing and parrying in movies, it's usually just nonsense fighting invented by Hollywood (or rather the japanese equivalent).
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Bigze Stacks
 
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Post » Mon Apr 25, 2011 12:46 am

hm... that would be a pretty awesome as something like a hardcoe option IMO... especially if there are decapitations...




Yes please, a hardcoe option and a gore, gore, gore option.

God, do that this game runs fine in my computer! :rock:
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OTTO
 
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Post » Mon Apr 25, 2011 5:38 am

I want combat back where hits and misses are based on dicerolls.
This is an RPG, not a hack n slash.
Oh, and no more enemy level scaling as in Oblivion so they become damage sponges is also a wonderful idea.
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Amy Melissa
 
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Post » Mon Apr 25, 2011 9:41 am

Decapitations are unrealistic

People have been decapitated in history you know. Someone saved Alexander the Great by chopping off someone else's arm.
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Queen Bitch
 
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Post » Mon Apr 25, 2011 8:14 am

Morrowinds system wasn't any better. "Miss Miss Miss Miss Miss Miss Miss Miss" :/

With the new kind of combat it sounds like it'll be more lethal and fast paced, fights won't take as long as in OB from how I've understood it.
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His Bella
 
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