TES V Ideas and Suggestions # 176

Post » Sun Aug 08, 2010 8:21 pm

Well I think that should depend on the type of magicka used against you. For eg. A shield might absorb part of a fireball attack - but the heat of the fireball would likely cook you in your metal armor. Lightning would flow through you and electrify the hell out of you with all the metal you carry etc etc.

I have made reference to Scott R Bakker in these forums, and I shall do so again. I primarily play as a non-magic user. In the Prince of Nothing series of books by SR Bakker non-magic users can carry small tokens called Chorae or Tears of God which make them immune to magic. However not immune to the effects of magic on the real world. ie. you're carrying your "immunity idol" someone casts fireball at you - the fire merely flows over you and leaves you untouched. He then strikes a tree with lightning, the tree falls on you you receive damage...

I would like to see that type of thing for non-magic users. Also if you are carrying your "immunity idol" you are immune to all magic - even the good stuff, so no blessings, no healing etc. until you un-equip and in fact don't even have it on your person - ie. backpack etc.

As long as they change the name of it that sounds ok. If they didn't change the name of it, people would be like "what's a Chorae?
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Rhysa Hughes
 
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Post » Sun Aug 08, 2010 9:55 am

As long as they change the name of it that sounds ok. If they didn't change the name of it, people would be like "what's a Chorae?


Or the religious nuts would have something to go at in TESV...we don't want that
Edit: Maybe it can be called, something like the Eternal Resistance? Saying that as long as you wear it you have a resistance to everything magic,blessings,curses,magic in general, that is untill you take it off your finger, or neck if it is a necklace and if it is just a coin that you have to put it in your backpack or leave it at home
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Nicole Elocin
 
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Post » Sun Aug 08, 2010 8:32 pm

I think they formed the Synod and the College of Whispers...

The Synod seem to be the old-school types who seem to be in charge of everything, while the College of Whisperers is more of a public service. It mentions a bunch of CoW students wandering around and talking near Weye, so naturally the Synod are probably the "prim and proper" sort-of mages.

Seems like a good setting for a bunch of quest-related things where you can only join one faction and the other resents you for it...
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Fiori Pra
 
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Post » Sun Aug 08, 2010 2:12 pm

I would like Night Eye for Khajiiti to be automatic, rather than a spell.

As in, I walk into a dark room, my Night Eye turns on.

And try to make it like Morrowind's (green brightening of the screen) rather than Oblivion's (annoying bright blue screen).

Or at least make it so that the spell lasts longer than 30 seconds (once again, very annoying).
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vicki kitterman
 
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Post » Sun Aug 08, 2010 11:13 am

I would like Night Eye for Khajiiti to be automatic, rather than a spell.

As in, I walk into a dark room, my Night Eye turns on.

And try to make it like Morrowind's (green brightening of the screen) rather than Oblivion's (annoying bright blue screen).

Or at least make it so that the spell lasts longer than 30 seconds (once again, very annoying).
Yeah, things like night eye need to be a very small constant drain on magic. If you could toggle certain magical spells like you suggested, it would be incredible. Maybe have a list of standard situations and you select the spell to cast or item to use, then your character does it when they get there.
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Darlene DIllow
 
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Post » Sun Aug 08, 2010 10:11 pm

I would like Night Eye for Khajiiti to be automatic, rather than a spell.

As in, I walk into a dark room, my Night Eye turns on.

And try to make it like Morrowind's (green brightening of the screen) rather than Oblivion's (annoying bright blue screen).

Or at least make it so that the spell lasts longer than 30 seconds (once again, very annoying).

How about the night eye spell just brightens the room, like a light spell, but only you can see it.
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Austin England
 
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Post » Sun Aug 08, 2010 9:34 pm

Yeah, things like night eye need to be a very small constant drain on magic. If you could toggle certain magical spells like you suggested, it would be incredible. Maybe have a list of standard situations and you select the spell to cast or item to use, then your character does it when they get there.

:thumbsup:
Responsive spells and enchantments. So toggle a spell on for a chunk of Magicka that does not regenerate then once activated the spell starts to drain.
Shield that activates after being hit for x seconds
Slowfall that begins after x drop
Fortify x during combat
...
I don't know how comprehensive that would have to be to work but it would be awesome.
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meg knight
 
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Post » Sun Aug 08, 2010 5:11 pm

Beth can beta test themselves. They don't need you civilians getting in the way and leaking things. Even with contracts they'll find loopholes.
And, have you seen World of Warcraft's forums? "CAN I HAZ BETA PLZ?" That would be our forums now. Those who did would do this: "I GOT MEH BETA KEYZ HURZ WHTS GGOIN ON IN TESV: ITZ BEIN IN SKYRUMS WIT DE OBLIVIUN GHATETTES."


"Gameplay videos may pop up." That ruins your whole post. TES V is supposed to be a wonderful mysterious package when you open it up. Think how everyone felt when they first got off that ship in Morrowind. :bonk: How excited would they be when all the wonderment was blown because of leaked content?


Woah, inappropriate backlash; 'Warseeker' seems an apt name.

I'm not so sure the forums would devolve into misspelled stupidity, but I guess that just comes down to my faith in the Elder Scrolls community. I think great things can be done in tandem with the public, and that's all I'm trying to get at.

And I agree about not liking to know/watch anything about the game before release. There was gameplay of Oblivion pre-release, you know? DId you watch it? The point is: leave it up to the individual. If they want to watch and spoil some surprises for themselves, so be it; that's not how I roll, but who am I (or you) to judge?
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Emerald Dreams
 
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Post » Sun Aug 08, 2010 2:05 pm

Woah, inappropriate backlash; 'Warseeker' seems an apt name.

I'm not so sure the forums would devolve into misspelled stupidity, but I guess that just comes down to my faith in the Elder Scrolls community. I think great things can be done in tandem with the public, and that's all I'm trying to get at.

And I agree about not liking to know/watch anything about the game before release. There was gameplay of Oblivion pre-release, you know? DId you watch it? The point is: leave it up to the individual. If they want to watch and spoil some surprises for themselves, so be it; that's not how I roll, but who am I (or you) to judge?

Nah, I was just pointing out the average WoW player. And, if there was a video of TES V on the internet before it was released, how could you not watch it? It's horrific how much it would call out to you... "Waaaatch meeee.... WAAAAaatch meee....." :ahhh:

... And yes, Warseeker is an awesome name.
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Kaylee Campbell
 
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Post » Sun Aug 08, 2010 10:16 pm

Been a while I last posted.

Here's a suggestion on music, having music tracks is nice but it has problems. For once it gets boring hearing the same tracks over and over and sometimes they just don't feel fitting. I know it's a fantasy setting but that doesn't mean you have to hear LotR music blaring in your ears all the time. And actually music is supposed to be UNDERLINING and not the big attention catcher, it should compliment what's going on and not overlay it.

This could be solved 3 ways:
1: Have lots, lots, lots and LOTS of music tracks and triggers for them so certain tracks get activated at certain places, situations, times etc. That way they will not get old that fast and become more fitting.

2: Have "chooseable" sound tracks similarly to the GTA games. Here you simply switch to whatever soundtrack you think underlines the situation best. This however is a bit problematic due to the setting, though you could have a magical radio station or something it would be kinda hard to implement.

3: This is what I'd suggest, either have instead of music tracks OR parallel to them music clips so they combine together into a adaptive track. This track could change depending on what's going on around you, when it's just a bright sunny day it would only combine clips into a track that are placid and upbeat, if it's dark it would maybe become a bit more "darker" in the feeling, it could very fluently go over from combat music into exploration and the other way around. In short it could react to much more and be more adaptive to the actual situation than full soundtracks.


Other games have already done that way and pretty well I think. FarCry for example primarily used clips that combined into music and it worked quite well in my opinion. With the correct library of clips it could combine into a endless amount of tracks and feel more fitting. And actually it wouldn't be that difficult, even if clips loop quite a bit since music tracks ARE often repetitive in themselves. Plus if they are subtle enough to NOT push into the spotlight too much you wouldn't even note looping as much, at least it would be less notable than the same soundtrack playing the 50th time.
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Mylizards Dot com
 
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Post » Sun Aug 08, 2010 5:55 pm

The whole immunity token thing would ruin the game for mages. Who cares if you don't get blessings and positive buffs if you can close the distance with any mage and end combat in several seconds? It's a game-breaker, something similar to widespread spell reflection abilities in Morrowind and especially its expansions (some creatures had 60% Reflect ability - that's insane!).

If anything, mages need some additional help, not nerfing. In Morrowind playing as a mage was much harder than playing as a warrior. In Oblivion it was better, but mages were still weaker than warriors. Of course, battlemages ruled them all in every TES game.

I would like Bethesda to really put some effort into game balancing. Oblivion introduced some good features, such as Magic Effectiveness Penalty (although its minimal value should be lower, i.e. having 95% efficiency with 100 Heavy Armour skill while wearing Daedric Armour was still pretty much unbalanced) for wearing armour and possibility of casting spells with unsheathed weapon, but some old exploits and balance problems were still present. I would like to play a game in which using Enchanting system wouldn't break the game under any circumstances. 100% Chameleon was overpowered and too easily achievable both in Morrowind and Oblivion. Also, in both games it was too easy to achieve massive constant spell reflection or absorption capabilities, therefore achieving total immunity to spells.

Shield effect was a problematic one from gameplay standpoint in both Morrowind and Oblivion, too. In the first one it was impossible for an unarmoured character to use the effect to his or her advantage, as it only worked when some armour was equipped (it was a bug). Moreover, shield spells were rather weak. In Oblivion the spell was working correctly, but it was still poorly balanced, as it was most useful for a character with very high AR rating, who could achieve maximum AR relatively easy. On the other hand, pure mage was somewhat hampered because it was impossible to get really powerful AR protection without using armour. Considering the fact that the mage usually had less health than a battlemage, it favoured the latter heavily. In both games elemental shields were overpowered in relation to standard shield spell, too. Therefore, I propose the following - shield spells should create an additional barrier, which would absorb all hits until broken. Spell magnitude would determine the maximum damage that the shield can absorb. Elemental shields, on the other hands, should only create an aura of sorts, delivering damage to nearby enemies, without giving any protection against weapon hits. Naturally, the spells would be subject to standard magic effectiveness penalties. When enchanted as "constant effect", the shield spell would consume "charges", with its magnitude determining charge loss per hit (the higher the magnitude, the lower the charge loss). Those changes should make the effect useful for pretty much anyone without making things unbalanced.

________________________________________________________________________________

Give animations to drinking of potions. It's ridiculous that one can regenerate his or her health within seconds during combat and therefore potion usage should be somewhat restricted - giving a proper animation would be a good start and it's realistic, too.

Scrap Oblivion's total armour equality. With 100 in a given armour skill both Daedric and Glass Armour provided exactly the same AR and had similar weight. It was neither realistic nor fun. Actually, armour skills should be remodelled - they shouldn't increase AR so much, but affect magic effectiveness penalty and stamina loss during movement and combat. Sure, that ebony armour will provide good protection even for someone with Heavy Armour skill at 5, but it will tire you so much that it won't be worth it unless you have some means of restoring your stamina (potions, spells, scrolls...) and you will really need a lot of help with that...

Integrate level scaling seamlessly into the game. There should be both leveled and unleveled areas, as in Morrowind. It should be possible to meet both scamps and golden saints both at level 1 and at level 30, even if frequency would vary. Level scaling can be a good tool in game balancing - it simply needs to be used in a rational way.

Give players multiple ways of spending their money. Allow us to buy both small houses with rats and big manors with servants and make it really worthwhile - it should affect our reputation and standing with various factions and people, give access to new quests etc. Allow us to buy ships and do some gambling. Reintroduce banks and vaults. Give us the option of hiring mercenaries. Make us pay taxes. Introduce bounty hunters.
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Claire Vaux
 
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Post » Sun Aug 08, 2010 10:09 pm

If anything, mages need some additional help, not nerfing. In Morrowind playing as a mage was much harder than playing as a warrior. In Oblivion it was better, but mages were still weaker than warriors. Of course, battlemages ruled them all in every TES game.

Really? I always found mages to be far easier. Even without Alchemy exploits. May just be me. Though, I do agree that a magic immunity item is ridiculous.

Give players multiple ways of spending their money. Allow us to buy both small houses with rats and big manors with servants and make it really worthwhile - it should affect our reputation and standing with various factions and people, give access to new quests etc. Allow us to buy ships and do some gambling. Reintroduce banks and vaults. Give us the option of hiring mercenaries. Make us pay taxes. Introduce bounty hunters.

This.
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marie breen
 
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Post » Sun Aug 08, 2010 12:15 pm

Nah, I was just pointing out the average WoW player. And, if there was a video of TES V on the internet before it was released, how could you not watch it? It's horrific how much it would call out to you... "Waaaatch meeee.... WAAAAaatch meee....." :ahhh:
...


Hahaha, very true. But I learned my lesson with Oblivion, where I knew practically everything about the game before it came out. It didn't ruin it, but it certainly took away from the thrill of discovery.
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TASTY TRACY
 
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Post » Sun Aug 08, 2010 11:50 am

I hated the combat music. It starts when something sees you, not when it hits you. You have no idea that skeleton's behind you. But then, the music starts. You turn around and one shot the skeleton. Even if nothing is in your line of sight, once something comes after you, you immediately know something's there. Make the music start upon getting hit.
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MR.BIGG
 
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Post » Sun Aug 08, 2010 9:35 am

My suggestion would be being able to have the choice to join the OPPOSITE faction. Like you can chose to be in the Necromancers guild instead of the Mages'. Or mabye the Morag Tong instead of the Dark Brotherhood? O, and new weapons (throwing knives, crossbows etc.) And dragons!


Throwing Knives and Crossbows are not new weapons, they were in Morrowind but the voices took up so much room they got cut, at least thats what i think happened.

Nah, I was just pointing out the average WoW player. And, if there was a video of TES V on the internet before it was released, how could you not watch it? It's horrific how much it would call out to you... "Waaaatch meeee.... WAAAAaatch meee....." :ahhh:

... And yes, Warseeker is an awesome name.


Im insulted, on my server the WoW stereotype is false, sure there may be some idiots who talk like that every once in a while, but the majority of people talk like normal human beings
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cosmo valerga
 
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Post » Sun Aug 08, 2010 5:26 pm

Throwing Knives and Crossbows are not new weapons, they were in Morrowind but the voices took up so much room they got cut, at least thats what i think happened.
They don't tend to cut integral weapon systems from a game for space requirements, it's a good bet they never tried to include those because they didn't want to animate them.
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Rhysa Hughes
 
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Post » Sun Aug 08, 2010 10:24 pm

They don't tend to cut integral weapon systems from a game for space requirements, it's a good bet they never tried to include those because they didn't want to animate them.


Im not sure how making a game works, but i hope to after this next school year :P , so correct me if im wrong, but didnt they already have all those animations? couldnt they just bring them over from Morrowind? or just copy what they already had in Morrowind and make it work on Oblivion? They'd already done it once, would it have been so hard to do it a second time? That's why i hoped it was space instead of them just cutting stuff
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Solina971
 
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Post » Sun Aug 08, 2010 7:47 pm

The whole immunity token thing would ruin the game for mages. Who cares if you don't get blessings and positive buffs if you can close the distance with any mage and end combat in several seconds? It's a game-breaker, something similar to widespread spell reflection abilities in Morrowind and especially its expansions (some creatures had 60% Reflect ability - that's insane!).
If anything, mages need some additional help, not nerfing. In Morrowind playing as a mage was much harder than playing as a warrior. In Oblivion it was better, but mages were still weaker than warriors. Of course, battlemages ruled them all in every TES game.


Yngh - I think you misunderstand me - I'm not suggesting that they should leave mages at a disadvantage - rather they should make them mages in the truer sense. As a mage they could allow you to hire more underlings, your magicka should be more powerful and be able to affect the environment - but allow people to have "immunity idols". In the books I was referring to these idols are fairly rare and hugely expensive. Mostly held by lords and the richer of the populace. Regarding "balancing" - I don't like that word - its unrealistic. The world is an unbalanced place, people are unbalanced (in more ways than one). They shouldn't "balance" classes or races - rather let them develop down their respective paths.

Give animations to drinking of potions. It's ridiculous that one can regenerate his or her health within seconds during combat and therefore potion usage should be somewhat restricted - giving a proper animation would be a good start and it's realistic, too.


Yes! I like that. You'd have to put some distance between you and the enemy and grab a quick sip of potion.
I actually avoided using and carrying too many potions because I felt it didn't work for me. Perhaps potion effectiveness can drop depending on your blood-potion saturation.

First healing potion = 100% effective
Second healing potion = 75%
Third = 37.5%
Fourth + = 5%

Some potions could have reactions to others or cancel out their effects.
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teeny
 
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Post » Sun Aug 08, 2010 1:13 pm

Yngh - I think you misunderstand me - I'm not suggesting that they should leave mages at a disadvantage - rather they should make them mages in the truer sense. As a mage they could allow you to hire more underlings, your magicka should be more powerful and be able to affect the environment - but allow people to have "immunity idols". In the books I was referring to these idols are fairly rare and hugely expensive. Mostly held by lords and the richer of the populace. Regarding "balancing" - I don't like that word - its unrealistic. The world is an unbalanced place, people are unbalanced (in more ways than one). They shouldn't "balance" classes or races - rather let them develop down their respective paths.

There was nothing like that in lore AFAIK. Introducing it suddenly in TESV would be strange unless it was an extremely powerful artifact and even then it would make the game a cakewalk when fighting with mages. Come on, do you really think that Bethesda will allow us to destroy trees and cause damage by falling ones in TESV (or sth similar)? Be realistic.

Balance is vital and it doesn't mean that everyone needs to be the same, but that game can be challenging for characters of any class. It should be a challenge both for a thief and a warrior, just in different ways. In previous TES games mages had it visibly harder IMO.
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John Moore
 
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Post » Sun Aug 08, 2010 2:42 pm

It should be a challenge both for a thief and a warrior, just in different ways. In previous TES games mages had it visibly harder IMO.


From what I can tell there were quite a few breaks from lore... that aside, regarding the challenge of playing a mage class - I can't comment because I never play mage class in anything. I usually play a ranger styled character or balanced stealthy archer / warrior swordsman. I'd just like to see some sort of reward for non-magic users - but the reward should be balanced.
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Bellismydesi
 
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Post » Sun Aug 08, 2010 11:11 am

There are enough items that gives some kind of resistance to spells in all TES games. There are scrolls that don't require any magical skill. There are potions and enhanced items. It's all there - well, maybe balance is somewhat off, but potential is definitely there. Total immunity should be out of question, though, save for maybe few unique, powerful creatures in the world.

Yeah, Oblivion suxxed when it came to lore - even in "Provinces of Tamriel" book that was present in Oblivion Cyrodiil was described as a jungle. Empire was bland, guilds were rather generic, Oblivion planes were boring and cliché. Morrowind was much better, though. Also, it seems that Bethesda knows that they made a mistake in regard to lore, as Shivering Isles were much more fleshed out.
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Eilidh Brian
 
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Post » Sun Aug 08, 2010 2:41 pm

Yeah, Oblivion suxxed when it came to lore - even in "Provinces of Tamriel" book that was present in Oblivion Cyrodiil was described as a jungle. Empire was bland, guilds were rather generic, Oblivion planes were boring and cliché. Morrowind was much better, though. Also, it seems that Bethesda knows that they made a mistake in regard to lore, as Shivering Isles were much more fleshed out.

Don't point out Oblivion's flaws, or praise Morrowind! Don't you know that's called Oblivion bashing!? :homestar:
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Theodore Walling
 
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Post » Sun Aug 08, 2010 12:10 pm

Don't point out Oblivion's flaws, or praise Morrowind! Don't you know that's called Oblivion bashing!? :homestar:

Well, then maybe I should do some Morrowind bashing, too.

Morrowind AI suxxed. I don't want to experience its flaws ever again. Morrowind was unbalanced and too easy after level 20 - they realised this in Tribunal and Bloodmoon and buffed up enemies, creating ridiculous results such as goblins being stronger than dremora lords. MW had worse music system than OB. MW combat was too boring.
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sunny lovett
 
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Post » Sun Aug 08, 2010 3:36 pm

Well, then maybe I should do some Morrowind bashing, too.

Morrowind AI suxxed. I don't want to experience its flaws ever again. Morrowind was unbalanced and too easy after level 20 - they realised this in Tribunal and Bloodmoon and buffed up enemies, creating ridiculous results such as goblins being stronger than dremora lords. MW had worse music system than OB. MW combat was too boring.

That's better... :stare:
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Red Sauce
 
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Post » Sun Aug 08, 2010 11:58 am

Right, lets consider both Oblivion and Morrowind sufficiently bashed and get back on topic.

Combat Styles & Flourish:
Each weapon class should have multiple combat stances and styles, in the interest of not getting way too technical, lets simplify it with this example:

Long Sword
Swift - A fast stance focusing on blinding attacks
Aggressive - A medium speed stance focusing on attacks
Strong - A slow stance focusing on powerful attacks
Defensive - A medium speed stance focusing on parrying and defense

You could then have each stance feature 3 or 4 styles - for example the Defensive stance might be:

Based on Ochs (German high-guard)
Based on Finestra (Italian high-guard)
Based on Jodan No Kamae (Samurai - arguably most defensive posture)

That's just a sample - I'm not suggesting it should be limited to those - but you get where I am going with it.
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Charleigh Anderson
 
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