The Problem With TES 4 Combat System

Post » Sat Feb 19, 2011 1:12 pm

They used war-hammers the size of small children in Oblivion. And even at a lighter weight like 20 lbs, it's still pretty hard. MY emphasis was on the animations, not the possibility of it being done.

The weights represented in the game have been found out to definitely not be 1/1. I believe the correct translation is division by 4 (which makes excellent sense. Most warhammers in the game weighed 20 or so "units". Dividing by 4 leaves us with 5 pounds. That seems like an accurate representation. You can do the same with the armor or other weapons and come up with very realistic weights.

But regardless of these things, I understand what you mean. Acrobatics definitely should come in to play a lot more than it does. It did come into play in Oblivion, as below 25 skill you can not attack while in the air, although pretty much every character starts with more than than, so it was a kind of moot perk.
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Jonny
 
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Post » Fri Feb 18, 2011 11:03 pm

The weights represented in the game have been found out to definitely not be 1/1. I believe the correct translation is division by 4 (which makes excellent sense. Most warhammers in the game weighed 20 or so "units". Dividing by 4 leaves us with 5 pounds. That seems like an accurate representation. You can do the same with the armor or other weapons and come up with very realistic weights.

But regardless of these things, I understand what you mean. Acrobatics definitely should come in to play a lot more than it does. It did come into play in Oblivion, as below 25 skill you can not attack while in the air, although pretty much every character starts with more than than, so it was a kind of moot perk.

The average weight was about 55, which would be like... 14 lbs... Not trying to be a know-it all. Don't take any offense to it, I just get bugged by inaccuracies. :(

But I get that you get what I mean. (lol) :D

I think that the jumping height should be reduced, but I'm not saying no jumping. I was talking about animation-wise... like the weapons seeming more weighted and sort-of making you turn in the air a bit. :)
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Jessie Rae Brouillette
 
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Post » Sat Feb 19, 2011 11:19 am

The average weight was about 55, which would be like... 14 lbs... Not trying to be a know-it all. Don't take any offense to it, I just get bugged by inaccuracies. :(

Yes, 14 pounds on a single piece. An ENTIRE set of plate weighed around 50 pounds or so, which is about par when you add the weights of the individual pieces of, say, a suit of iron armor in Morrowind together with this division method.

I think that the jumping height should be reduced, but I'm not saying no jumping. I was talking about animation-wise... like the weapons seeming more weighted and sort-of making you turn in the air a bit. :)

I think the jumping height should be reduced as well, but make acrobatics worth more. I mean, it was so useless in Oblivion due to the design of the areas.They intentionally never put anything out of reach from the ground, which is why levitation was removed. It made for boring, bland 2d flatland levels. I got really tired of that sort of design, and would love to see a return to Daggerfall and Morrowind's more 3 dimensional designs.
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Sara Lee
 
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Post » Fri Feb 18, 2011 9:22 pm

I think the jumping height should be reduced as well, but make acrobatics worth more. I mean, it was so useless in Oblivion due to the design of the areas.They intentionally never put anything out of reach from the ground, which is why levitation was removed. It made for boring, bland 2d flatland levels. I got really tired of that sort of design, and would love to see a return to Daggerfall and Morrowind's more 3 dimensional designs.

:nod: Definitely. But I think they'll feel pressured to add climbing to their games once they start adding more vertical environments, and with climbing comes... ladders.

I don't see what's so hard about it... You put somebody at the coordinates/angle of the ladder with a few additions to the XY coordinates so that they aren't inside the ladder, tie an animation to it, and make the forward and backward keys make you go up and down.
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k a t e
 
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