My Opinion on the CombatI think the main issues were the lack of fleshing-out the combat in all aspects.
Nobody would charge into you and knock you down early-on, or have a lasting effect from being 1 point away from death. It was all so obviously a computer-implemented system, which is why it wasn't exactly good.
You had 6 options for fighting close-up:
- Block
- Hit
- Side-Strong Hit
- Back-Strong Hit
- Forward- Strong Hit
- Do Nothing
Those are completely fine, what else are you supposed to be able to do? The ability was there, just not the full possibilities realized.
Fighting up close should be harder than it is. For you, and for the NPC(s). You have to need to block and watch your back, you have to need to think strategically about how you need to attack, you have to sometimes run away from a fight because you picked the wrong one; but as we all know there wasn't much of that in TES:IV.
Anyway, armor and weapons should matter more (Dagger vs. Steel Armor?) (Arrows vs. Fur Armor?), as well as a few other factors.
Weapons Matter MoreSimple really, the weapons do more damage when they land successfully, and put you in a sticky situation if they don't. I'm not saying "Go hyper-realism!" because that svcks unless you want it. What I'm saying is when you swing a wicked heavy sword and miss, it should be more than just *swoosh* with a wicked low amount of time until you can swing again. And thus power-attacks with heavy weapons should be high-risk (leave you open for longer) but devastating if they hit...
Leading me into:
AccuracyNPCs missed sometimes in Oblivion... sometimes. That was usually because you were bouncing off the walls, screaming "Don't kill me!" and running to the nearest exit. If they were on the top of a hill, and you didn't see them, they'd nail you in-between the eyes every time. Which is GREAT, on a technology standpoint. Predicting movement like that is genius, and must have taken a lot of time to master. On a semi-realism standpoint... not so great. It didn't matter the NPCs skill, if they had a bow you'd end up being a pincushion to their slow-flying arrows. The arrows themselves were FAR too slow. They didn't fling forward, they glided at a moderate rate. But the NPCs themselves were also far too accurate. Seeing an enemy NPC with a bow, personally, makes me go: "
Agggghhhh..." because they run away, can aim WHILE they're running away and facing away from you, and they never miss.
SkillsCombats skills were almost nonexistent. (If you do a side-attack you might disarm, and if you do a front attack you might paralyze!). They didn't have names or anything, and you didn't have to learn them from anybody. From hitting enough people with a blunt object you learned the advanced art of blade-acupuncture to paralyze them (but not permanently), knock them down (without a specific animation for doing so, or being able to try all the time), or blow the weapon out of their hand (but only sometimes).
I get that those kinds of skills shouldn't work all the time, or even most of the time. But when you do the same exactly thing you did before but now it knocks people down it's a little less... special. If we could learn moves like: Parrying, Disarming, Deflecting, Rushing, Stabbing (instead of cutting), and implementing jumping into the weapon skill it'd be a lot more fun. I can just imagine having a high acrobatics on a character and doing a side-flip while holding a bow and it going into bullet-time for aiming. Would that mean VATS? No, it'd mean I'd have a limited amount of slow-mo time to fire. Personally I think that'd be amazing.
JumpingSame thing with jumping and swinging items, why not add special animations to them? (How many people do you know who can stay facing straight while jumping but swinging something that weighs 40 pounds?) I think if you're in mid-animation and you hit the ground, you should fall unless your acrobatics is high enough, in which case you can do a roll... Acrobatics should also be like... impossible in heavy armor. I don't think back-flips are conceivable when you have armor that weighs more than you on. I also think dodging should be less over-dramatic and (throw yourself into a dive), at least at lower levels. It should be available at lower levels, but be a simple duck/jump/sidestep, IMHO.
Health/Fatigue & YouHealth should impact you greatly. I really like the locational damage in Fallout 3. Cripple somebody's arm? They're less effective and drop the weapon for a while. Cripple somebody's legs? They limp. It's brilliant. However, if they're 1 hit away from death they're still up and running, IMHO I'd have them get weaker and slower as their health goes down, maybe reducing to a shuffle, running away from you, or passing out (if you're using blunt objects, or fists).
Fatigue should recover much less slowly, but it shouldn't be impacted so greatly by actions. Running for a while (depending on your level of Athletics) should eventually tire you out. With swinging a little dagger, power attacks or not, it isn't that hard to do, you could probably do it for an hour non-stop. The weight of the stuff you have on you should also slow you down and make your fatigue greater, but (like I said before) they should be much more powerful. (Why didn't you sink if you were over-encumbered [or very close to it] in the water?)
Inventory IssuesNow, we're all guilty of it. You're really hurt, you're probably dying, but you've got a potion that completely heals you up. In fact, you've got 10! As great as they are, there should be a sort-of... "immediate inventory" (the stuff you have on) system that you can use, and when fights have started you shouldn't be able to enter your main inventory and take out specific things to help you out. There should be like... 10 potions, 1 other weapon, something like a wand, a few scrolls, and that's it. Of course they'd have to balance out the rest of the game, but I hated everything being a potion chugging-fest.
Thanks for reading!!