TESV Ideas and Suggestions #138,

Post » Fri May 27, 2011 5:40 pm

Also

A harder difficulty should not be :

All enemies health + 100000
PC Defence - 100000000000000

It's boring to spend 5 minutes on one enemy.

The AI should get smarter instead, and enemies should start using tactics like flanking etc
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Trish
 
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Post » Fri May 27, 2011 7:05 am

I would love, love, love it if it was this detailed. I would also say that different weapon types should inflict damage differently. A blunt weapon is going to inflict skeletal damage and sharp weapon will make you bleed or cause nerve damage in some areas. Hit someone in the arm with a sword or axe and you will make a cut, hit them with a hammer or a club and you will break their arm. One potental problem though is i can imagine going into a dungeon, first orgre i see gets a lucky hit on my leg, even if i kill him i now have a broken leg. I have to stumble back to the entrance and somehow get myself to the neerest town. How long do i need to wait for my leg to heal?

It would be cool to be able to use a blackjack in a sneak attack to damage an oponents fatigue rather than health, this ties in with being able to stop a fight when one of the fighters is unable to fight, either by broken bones or being knocked out. This way you can use a blackjack to knock someone out and rob them, if you do it right they wont see your face.

Maybe if you hit someone in the eyes it makes sneak attacks much easier, or you can roleplay a character that wont kill and you will be able to get away.

Actually the part with the "ogre getting a lucky shot and breaking your leg" would be a heavy part as it makes actually strong enemies dangerous so instead of "clear out that cave of ogres for 50 gold" it would actually be a dangerous mission to do that. Plus they should add a better healing system so you can splint your leg.
Another thought i had was that a bone can't be instantly broken but have a "slight fracture" first which means it's still useable but putting stress on it causes pain and another strong hit can break it. That way falling off a high spot doesn't instantly mean broken legs and you can still walk.
The time to heal, after splinting a broken limb it's useable again but can't use full strength on it and moving causes pain, that maens you can stil lwalk but not necessarily sprint on a splinted leg and you can still fight but can't expect to lift a boulder or fight like a pro. With good healing skills or visiting a healer you can speer it up significantly. After one in game week your limbs could be fully useable again but still gotta think about the time it would take.

As for the blackjacking this would go into organ damage, blunt hit to the head cause the brain to "short out" KOing someone.

And yea, someone who's blindend can't see you well giving you easier hits.
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Chris Duncan
 
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Post » Fri May 27, 2011 7:21 pm

On the concept of flanking... shouldn't you get a bonus to your attack or inflicted damage when you hit someone in the back, regardless of whether or not your sneaking?
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Vicki Blondie
 
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Post » Fri May 27, 2011 7:28 pm

On the concept of flanking... shouldn't you get a bonus to your attack or inflicted damage when you hit someone in the back, regardless of whether or not your sneaking?


I hope so it would make harder settings even harder :D

It's all about the footwork ;)
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ILy- Forver
 
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Post » Fri May 27, 2011 1:48 pm

On the concept of flanking... shouldn't you get a bonus to your attack or inflicted damage when you hit someone in the back, regardless of whether or not your sneaking?

Not necessarily but your opponent is less likely to block a attack to his back.

One small thing, maybe there should be less thinking in "attack bonus" and more in "what of the attack didn't get blocked". After all if you attack someone who is naked and passed out you won't need 5 slashes with a sword to kill him. He's fully unprotected and unable to defend meaning he gets the full strength of an attack. Every movement and every bit of protection (clothing and armor) means less damage gets through.
So when sneak attacking someone you DON'T get a damage multiplier and you don't pass the armor (except when hitting a unarmored spot, this can actually be something you can train though), your opponent simply can't DEFEND in any way, that increases the damage you do.
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Laura Shipley
 
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Post » Fri May 27, 2011 2:02 pm

Combat in general should be more fluid. Why not make it like other fighting games where you don't just block but parry and counter attack?

Fights should also be quicker, if an enemy catches you with your guard down, then you're dead, but if you catch him then he is dead. Of course you will still be able to do a few small slices, like if an enemy partially dodges out of the way but not completely. This way fights aren't just hacking away at each other's health, but more like real swordfights. This can be implemented while maintaining the RPG component. Realistic, fast battles, and RPG systems are not mutually exclusive, nor should they be.
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lolli
 
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Post » Fri May 27, 2011 8:54 am

I don't get what you mean when you say that there is no parry in Oblivion. Isn't blocking without a shield (with your weapon) a parry?
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lydia nekongo
 
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Post » Fri May 27, 2011 4:38 pm

I think that being attributed to good or evil should have more of an effect on the way people treat you.
Another thing I think they should add is that.. umm.. Well, an example would be like in MQ in Oblivion. I wish you could side with the Mythic Dawn or the Empire, it would be your choice, like in Fallout 3, the example I'm thinking of is Megaton.

Another thing I think they should make is depending on what race you are, you should have a different starting point in the game.

Another think I think they should add is a past to your character. In Morrowind and Oblivion, your character doesn't have a past. This might seem kind of stupid to some people but I would like it in terms of being able to roleplay more. It would be cool to have little memory flashbacks during the game, much like in Morrowind when you start to get dreams.

EDIT: I thought of something else.
I think they should add more DLC for it when it comes out and spend time patching the game. I know they had many PC patches for Oblivion, but, there are a ton of things left unpatched in the 360 and PS3 versions of the game.
With the DLC part I talked about two sentences above, there was not that much DLC in Oblivion, I mean yes, they had a lot of different things to download, but none of them were long! SI and KOTN were the only long DLC's, everything else was pretty short.
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 4:09 pm

I think that being attributed to good or evil should have more of an effect on the way people treat you.
Another thing I think they should add is that.. umm.. Well, an example would be like in MQ in Oblivion. I wish you could side with the Mythic Dawn or the Empire, it would be your choice, like in Fallout 3, the example I'm thinking of is Megaton.

Another thing I think they should make is depending on what race you are, you should have a different starting point in the game.

Another think I think they should add is a past to your character. In Morrowind and Oblivion, your character doesn't have a past. This might seem kind of stupid to some people but I would like it in terms of being able to roleplay more. It would be cool to have little memory flashbacks during the game, much like in Morrowind when you start to get dreams.


Including flashbacks and memories of your character in game is more of a limit on role playing. I think they should continue the way your character has no real background, and you start off as an anonymous nobody.
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kennedy
 
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Post » Fri May 27, 2011 1:01 pm

Including flashbacks and memories of your character in game is more of a limit on role playing. I think they should continue the way your character has no real background, and you start off as an anonymous nobody.


Well its an idea I'm just thinking of.
I dont mean like a whole past that you can remember, I mean something like, knowing your parents, where you came from, and things as trivial as that.
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stevie critchley
 
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Post » Fri May 27, 2011 4:55 am

Am i the only person who wants a guild which lets you build things like houses or even fort, fences or a wall or a moat or a stone gate? Each can be customerised due to the culture of the character or the location of the building this would let us all feel personal bond with the game. If elder scrolls can manage it make a mentor character which breaks this down so even 8 year olds could understand it. Summerset isle should allow players to have a navy that you can join. It is an island.
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Jhenna lee Lizama
 
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Post » Fri May 27, 2011 7:38 pm

Am i the only person who wants a guild which lets you build things like houses or even fort, fences or a wall or a moat or a stone gate? Each can be customerised due to the culture of the character or the location of the building this would let us all feel personal bond with the game. If elder scrolls can manage it make a mentor character which breaks this down so even 8 year olds could understand it. Summerset isle should allow players to have a navy that you can join. It is an island.


I somewhat agree. I think there should be a merchant's guild, where the ultimate goal is to start and run a business of some kind (like opening a shop).
There were some quests in past games that you could somewhat influence the development of a town (that one on solstheim, and that one in Oblivion where you had to end the goblin war).

I like the idea of character influence on towns, buildings and organization.
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John Moore
 
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Post » Fri May 27, 2011 6:30 am

Merchants with more than 2000 gold. it gets pretty annoying when i spend a good deal of time going through a dungeon, killing something big at the end, find an ebony weapon, then not being able to get the amount it's worth.

Also, there should be some recognition in the game. if i'm the head of the mages guild, you'd better make time to talk to me. Similarly, if i'm a thief that wears a mask when i steal, people shouldn't be able to immediately recognize me when i walk into a tavern.
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Emily abigail Villarreal
 
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Post » Fri May 27, 2011 9:12 pm

I don't get what you mean when you say that there is no parry in Oblivion. Isn't blocking without a shield (with your weapon) a parry?


Technically you can parry in Oblivion, if by parry you mean hold your sword up in one place and magically deflect all blows (minus arrows & magic).

Parrying should be swinging to block the opponents attack and then counterattacking. All fluid. Not just taking turns blocking and hacking away at each others health. Look at combat in Assasins Creed 2 and you will understand.
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Lucie H
 
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Post » Fri May 27, 2011 6:21 pm

Technically you can parry in Oblivion, if by parry you mean hold your sword up in one place and magically deflect all blows (minus arrows & magic).

Parrying should be swinging to block the opponents attack and then counterattacking. All fluid. Not just taking turns blocking and hacking away at each others health. Look at combat in Assasins Creed 2 and you will understand.

I was thinking of something similar for H2H. For example, if you beat the crap out of someone and knock them out, you can leave them be to eventually wake up, or curb-stomp the fool (whom I pity) and kill him.
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Riky Carrasco
 
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Post » Fri May 27, 2011 8:09 am

I was thinking of something similar for H2H. For example, if you beat the crap out of someone and knock them out, you can leave them be to eventually wake up, or curb-stomp the fool (whom I pity) and kill him.


Yeah, that would be cool. Didn't they say they were going to vastly improve H2H in Oblivion but it just didn't happen? Combat (including magic & stealth) needs to be a priority in the next game, along with choices and cosequences, story, customization, and npc interaction.
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Riky Carrasco
 
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Post » Fri May 27, 2011 8:16 am

we need different types of bows. not all bows should instantly be a shortbow. there should be longbows, shortbows, recurves, compounds, etc, also, archery in tesv shouldnt be so fast. a skilled longbowman could only shoot what, 12 arrows a minute? even then that would be tough.
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lacy lake
 
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Post » Fri May 27, 2011 2:07 pm

Well its an idea I'm just thinking of.
I dont mean like a whole past that you can remember, I mean something like, knowing your parents, where you came from, and things as trivial as that.

Naw. Then that will involve with forcing a background into the players. I will not be too please if I play an Argonian and found out my parent was an Orc. Its best for the player to come up with their own background story rather then the Dev tries to even give a little background to the PC and fail to create one that applies all players.

we need different types of bows. not all bows should instantly be a shortbow. there should be longbows, shortbows, recurves, compounds, etc, also, archery in tesv shouldnt be so fast. a skilled longbowman could only shoot what, 12 arrows a minute? even then that would be tough.

I dunno, the speed of the arrow I remember playing was already a tad slow (and underpowered). I would say along the line to increase the speed of the arrow flight and a bit more damaging per shoot compare to the current status.
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Ricky Rayner
 
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Post » Fri May 27, 2011 6:29 pm

On the "your characters past" thing i actually had the thought that YOU can write it as part of your character creation. This can simply done by "fill in the blanks" and dropdown choices, it's not like it's a novel, just some things that happened. For extre RP value you could ACTUALLY write in it though.

In fact your past would then depend how your skills and attributes already developed. So instead of making your class to determin your skills and attributes you write your past which then determines which fileds are already more developed, THAT then can possibly lead into a "class".
So for example, you said that you spent a lot of time in black marsh, that would mean that you most likely already built up some immunity to certain poisons and diseases. Writing you contracted a more exotic disease in the past can also give you a higher immunity against it. Saying you trained sword figthing gives you more sword fighting skills and so on.
However they would depend on at which point and how often/regula you did this (things you learned further back as a child and never repeated only have a weak influence). So saying you did some alchemy as a child only means you will have a minor knowledge in alchemy since you already forgot some of it again, but saying you did this regularly or later in your life gives you a stronger knowledge.

Of course it would be limited how much you can have in your past but i don't think it should depend on your age... you probably only have limited pages to write on (JJ).
The history also has the effect that not one but several skills can be affected with one choice, not all, some are speciffinc, but many. For example, writing you where quite a roughian in your past not only gives you some boxing experience but it's also likely you already had some broken bones making them tougher in the future.

However you wouldn't HAVE to write your histoy, this would be similar to the "10 questions" system but more detailed and giving you a much further range of choices. You could still create your character the old way which can be a lot faster, but this one is a bit more RP-friendly. And it's a way out of having no past at all without making your character already preset. It still leaves the big majority of your characters past a mystery.

PS: Oh yea, similarly how you don't need to write your past but can simply chose your skills you should also be able to NOT fill in a "class" for your character and simply leave that field open or change it later on.
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Anthony Rand
 
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Post » Fri May 27, 2011 8:11 pm

I agree that we should have

[Housing prices:
1,000 : Shack
5,000 : Small cabin
10,000 : Medium cabin/Small town house
25,000 : Average town house
60,000 : Large town house
100,000 : Shop/Luxury town house
300,000 : Large shop/Luxury town house
750,000 : Normal Mansion
1,000,000 : Luxury mansion fit for a king]

that HaakonXCI has been saying it should be great

multiplayer arena combat idea are great too but I think we should be able to doing some quest or dungeon in multiplayer mode that should be more fun through

the idea that djaa-jee say is good I'm so bored with the quest that we can do once a month or once in two week for just 200-300g

[I think that after you complete a faction questline you should be able to still do something for them.
-Upgrade Buildings
-Random quests
etc

Also we need vampire and werewolf questlines.]
They don't have to be fighting each other but anything is fine too me


Not necessarily but your opponent is less likely to block a attack to his back.

One small thing, maybe there should be less thinking in "attack bonus" and more in "what of the attack didn't get blocked". After all if you attack someone who is naked and passed out you won't need 5 slashes with a sword to kill him. He's fully unprotected and unable to defend meaning he gets the full strength of an attack. Every movement and every bit of protection (clothing and armor) means less damage gets through.
So when sneak attacking someone you DON'T get a damage multiplier and you don't pass the armor (except when hitting a unarmored spot, this can actually be something you can train though), your opponent simply can't DEFEND in any way, that increases the damage you do.


Actually the part with the "ogre getting a lucky shot and breaking your leg" would be a heavy part as it makes actually strong enemies dangerous so instead of "clear out that cave of ogres for 50 gold" it would actually be a dangerous mission to do that. Plus they should add a better healing system so you can splint your leg.
Another thought i had was that a bone can't be instantly broken but have a "slight fracture" first which means it's still useable but putting stress on it causes pain and another strong hit can break it. That way falling off a high spot doesn't instantly mean broken legs and you can still walk.
The time to heal, after splinting a broken limb it's useable again but can't use full strength on it and moving causes pain, that maens you can stil lwalk but not necessarily sprint on a splinted leg and you can still fight but can't expect to lift a boulder or fight like a pro. With good healing skills or visiting a healer you can speer it up significantly. After one in game week your limbs could be fully useable again but still gotta think about the time it would take.

As for the blackjacking this would go into organ damage, blunt hit to the head cause the brain to "short out" KOing someone.

And yea, someone who's blindend can't see you well giving you easier hits.


This thing is great Daniel but since healer use magic I don't think we should we very long for recover maybe 1 or 2 days? or pay extra fee for fully recovery in no time? not sure about last one through

On the "your characters past" thing i actually had the thought that YOU can write it as part of your character creation. This can simply done by "fill in the blanks" and dropdown choices, it's not like it's a novel, just some things that happened. For extre RP value you could ACTUALLY write in it though.

In fact your past would then depend how your skills and attributes already developed. So instead of making your class to determin your skills and attributes you write your past which then determines which fileds are already more developed, THAT then can possibly lead into a "class".
So for example, you said that you spent a lot of time in black marsh, that would mean that you most likely already built up some immunity to certain poisons and diseases. Writing you contracted a more exotic disease in the past can also give you a higher immunity against it. Saying you trained sword figthing gives you more sword fighting skills and so on.
However they would depend on at which point and how often/regula you did this (things you learned further back as a child and never repeated only have a weak influence). So saying you did some alchemy as a child only means you will have a minor knowledge in alchemy since you already forgot some of it again, but saying you did this regularly or later in your life gives you a stronger knowledge.

Of course it would be limited how much you can have in your past but i don't think it should depend on your age... you probably only have limited pages to write on (JJ).
The history also has the effect that not one but several skills can be affected with one choice, not all, some are speciffinc, but many. For example, writing you where quite a roughian in your past not only gives you some boxing experience but it's also likely you already had some broken bones making them tougher in the future.

However you wouldn't HAVE to write your histoy, this would be similar to the "10 questions" system but more detailed and giving you a much further range of choices. You could still create your character the old way which can be a lot faster, but this one is a bit more RP-friendly. And it's a way out of having no past at all without making your character already preset. It still leaves the big majority of your characters past a mystery.

PS: Oh yea, similarly how you don't need to write your past but can simply chose your skills you should also be able to NOT fill in a "class" for your character and simply leave that field open or change it later on.


I like that one too
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Natalie Taylor
 
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Post » Fri May 27, 2011 7:54 pm

Going back to the idea some people have brought up about multiplayer arena combat, I think there should be instead just a standard online setup accessable from the main menu.
Basically you would play as your single player character (games would be ranked) without all of your items, and play games for money, which you would spend on items.
Heres a few ideas for game types (different names of course);

Arena: Basically this would be a round robin competition of up to 16 players. Two combatants fight while the other 14 players place bets and watch while awaiting thier own turn. Eventually a winner would emerge.
Deathmatch: A free-for-all killzone of up to 24 players with a predefined and bordered area somewhere within the gameworld.
Battle: A conquest styled 12 a team battle where the objective is to defend and capture all of the checkpoints and to kill your enemies. Also a predefined and bordered area.
Explorer: You and up to 3 other friends explore some area such as a dungeon or a ruin looking for loot and enemies.
King of the Hill: 24 player free-for-all deathmatch where the objective is to capture a specified high point such as a tower or a hill and hold it for a certain time.
Capture the Flag: 12 a team game where the objective is to capture and item or flag and bring it back to your own base for points. Pretty simple.
Bandit Hunt: 2-4 bandit players begin hidden at night in the midst of a large city or forest with up to 12 playable guards out searching for them. The bandits must reach a specified location and the guards must stop them.
Assassination: One assassin must kill a designated playable target who is guarded by four playable guards. The target must reach a designated area before being killed.
Pirates: Two ships, 12 a side, team battle on pirate ships. Pretty awsome.

Plus a whole lot of choices like forest/city/dungeon locations and race specific teams.
Tell me what you think.

That's actually not a bad idea. And if they'd just implement a simple multiplayer support modders could actually expand on that,
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Tiffany Carter
 
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Post » Fri May 27, 2011 8:58 am

Technically you can parry in Oblivion, if by parry you mean hold your sword up in one place and magically deflect all blows (minus arrows & magic).

Parrying should be swinging to block the opponents attack and then counterattacking. All fluid. Not just taking turns blocking and hacking away at each others health. Look at combat in Assasins Creed 2 and you will understand.



Thought I'd help you out here.
You describe 2 actions. The parry is the deflection of the blade, allowing an opening.
The counterattack is called a Riposte'. These 2 actions obviously compliment eachother, but one CAN parry without a riposte'
Heh, how about that....and they said fencing would never be useful... :D
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Lexy Corpsey
 
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Post » Fri May 27, 2011 4:14 pm

Health and Damage System:
As a very basic idea, it would work like this;

You would have the health bar there as an overall indicater of your well-being and as something that says "if I reach zero, you die". The health bar would jump lower with every hit and drain slowly to indicate blood loss. Other factors could also be taken into account, such as poisons, flame damage, critical/non-critical hits having faster/slower drain speeds and the like.
Then you would have the character screen, which would show an image (hand-drawn or otherwise) of your character and his anatomy, including major organs, major blood vessels and veins, bones and muscles. On this diagram shown would be every physical damage (damage you can actually see) and internal damage on your character at the time. Bleeding wounds would glow. Sword cuts, broken bones, organ damage, pierced blood vessels and any other physical hurt imaginable would be seen. Also on a list to the side every illness, poison and magical effect on you would be stated, along with any other medical conditions.
From this screen you could apply healing potion to your wounds(instead of drinking), bandage them, magically heal yourself or perform any medical act possible in order to lesson your pain. Your medical skill would determine how well you can diagnose your problems and fix them.
Now the only way you can heal a would fully is time, no matter how well it has been treated(unless magic allows you to do this. i'm not sure). You will be stuck with the problems of having a crippled leg for a weak or so etc. etc.

Fairly basic idea but it could be fleshed out alot more. Anyway, tell me whattcha think.
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Shelby McDonald
 
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Post » Fri May 27, 2011 6:47 pm

I agree that we should have

[Housing prices:
1,000,000 : Luxury mansion fit for a king]

1,000,000 septims for a luxury mansion? for a king? a kings mansion would have to cost more than that...

and more movable static items. i always dislike my little shack because it is too small to fit my treasures, and moving some stuff would help ease the burden.
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Tha King o Geekz
 
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Post » Fri May 27, 2011 2:50 pm

Health and Damage System:
As a very basic idea, it would work like this;

You would have the health bar there as an overall indicater of your well-being and as something that says "if I reach zero, you die". The health bar would jump lower with every hit and drain slowly to indicate blood loss. Other factors could also be taken into account, such as poisons, flame damage, critical/non-critical hits having faster/slower drain speeds and the like.
Then you would have the character screen, which would show an image (hand-drawn or otherwise) of your character and his anatomy, including major organs, major blood vessels and veins, bones and muscles. On this diagram shown would be every physical damage (damage you can actually see) and internal damage on your character at the time. Bleeding wounds would glow. Sword cuts, broken bones, organ damage, pierced blood vessels and any other physical hurt imaginable would be seen. Also on a list to the side every illness, poison and magical effect on you would be stated, along with any other medical conditions.
From this screen you could apply healing potion to your wounds(instead of drinking), bandage them, magically heal yourself or perform any medical act possible in order to lesson your pain. Your medical skill would determine how well you can diagnose your problems and fix them.
Now the only way you can heal a would fully is time, no matter how well it has been treated(unless magic allows you to do this. i'm not sure). You will be stuck with the problems of having a crippled leg for a weak or so etc. etc.

Fairly basic idea but it could be fleshed out alot more. Anyway, tell me whattcha think.


I think this is a beautiful idea. We can go into the character screen and see all the damage to the different parts of our bodies. I like the idea of applying healing to different parts of the body too and obviously some parts wont be able to be healed without magic, so we can go to the village healer and get healed for a fee. One problem that ive also seen on other posts is we would have to cope with broken limbs if we get into a rough fight. This isnt too bad if its once in a while but when i play i want to explore dungeons fight monsters do dangerous quests which means ill be limping around the whole time, it would need to take a lot of hard hits to cause real damage to a bone but bones can still be fractured or chipped.
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Tasha Clifford
 
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