Training required and skillset weapons like in morrowind

Post » Sat Feb 19, 2011 9:10 am

I just recently started playing morrowind again for the first time in awhile and i notice that morrowind is different than oblivion in terms of combat. In morrowind you have to get
training for a weapon to cause damage to an enemie and you could only chose one or two weapons depending on your skillset and race. If you didnt have a skill with certain a weapon or got training you will miss your target 95% percent of the time during battle regardless how fast you swing and you will most likely end up dead. . Now on the another hand oblivion had a combat system where you didn't require training for any weapons,you could just pick any weapon and the more you used it the more better you got with it. When oblivion was released I wondered why there was such a change of style.After playing oblivion the major element I missed from morrowind was having to get training for new weapons I wanted to use, it took exploring and finding the right trainers it was a long road and it took alot of work,but you felt prideful after successfuly learning every weapon or weapon.I hope in skyrim they'll bring back training required weapons or at least have it as an option.
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Heather Kush
 
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Post » Fri Feb 18, 2011 7:44 pm

I didn't like the dice roll, but that's probally cause I'm ex D&D. I like real time combat. :shrug:
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Eibe Novy
 
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Post » Sat Feb 19, 2011 5:27 am

I was glad dicerolls was out. I mean any person can swing a weapon, and no matter how little training it would not phase through a person.
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Alex [AK]
 
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Post » Sat Feb 19, 2011 12:17 am

You don't need training to figure out how to hit someone with a hammer. You need practice to figure out how to do the most damage with that swing.

I like Oblivion's method of doing this.
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Céline Rémy
 
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Post » Sat Feb 19, 2011 12:33 am

Much prefer Oblivions system. Whacking away at someone with a sword and hitting once every twenty attacks was exceedingly lame and quite the immersion breaker, I wouldn't mind whacking away at someone and only hitting 1/20 times in Oblivion if the opponent was dodging and such. Just this silly "oh look, you lack so much skill that even with a knife rammed into my back, you still can't damage me heehee!" No thanks. :P

As for trainers though, I think it should depend on the skill. I don't believe you should -need- to visit trainers for non-magical skills. Take a sword for example. More you use one the more experienced you become and the sword/whatever skill goes up, thats good. It shouldn't just stop once you reach an arbitrary 25% or 50% though, rather reaching those points allows you to visit a trainer to get a new ability with a sword (like a thrust or the other special moves in Oblivion), yet without doing so still being able to get up to 100% skill with the weapon for damage and so on, with or without the unlocked abilities.
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Sandeep Khatkar
 
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Post » Sat Feb 19, 2011 1:35 am

A successful marriage must be made between Real Time Interaction and Skill Based Character Progression. These two hadn't been introduced to each other until Oblivion and it looks like they've gotten engaged but we will have to play Skyrim to see if they are married yet. My guess is that they will be living together but not officially mated. We may have to wait till TES VI(and possibly 64bit) drops before we see a full commitment between RTI and SBC.

RTI + SBCP
True Love Forever
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Rebecca Clare Smith
 
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Post » Sat Feb 19, 2011 7:00 am

Not sure on this one. It is hard to compare the two combat systems by themselves because there are more factors than just weapon skill involved. It was a bit lame the first time I played Morrowind and I was killed by a rat because I had a dagger and a shortsword skill of 12. Oblivion was a bit too far on the other side of the spectrum, whereas you could kill an enemy with any weapon regardless of your skill, it would take longer if your skill was low, but you could still just do it. I want something in the middle. I want a visceral fighting system, and I do not want it governed by odds (ie dice rolls). However, I do not want to be able to pick up a war hammer at level 2 (with almost no heavy weapon skill) and be able to use it properly. If I had to pick up a spear right now and use it to defend myself, I would be a dead man. I have never used a spear before, and even though I know which end is the business end, I would still end up falling on my ass and dying. Sure, I could kill a small animal without much trouble, but a bandit with a dagger . . . I'm toast. So a nice balance between the two would be nice.
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Emma Pennington
 
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Post » Fri Feb 18, 2011 7:27 pm

Skill could affect speed of swings perhaps- easier to block or dodge @ low skill, but I definitely don't want Morrowind's horrible hit and miss system back ever again.
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Naomi Ward
 
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Post » Sat Feb 19, 2011 3:56 am

Not sure on this one. It is hard to compare the two combat systems by themselves because there are more factors than just weapon skill involved. It was a bit lame the first time I played Morrowind and I was killed by a rat because I had a dagger and a shortsword skill of 12. Oblivion was a bit too far on the other side of the spectrum, whereas you could kill an enemy with any weapon regardless of your skill, it would take longer if your skill was low, but you could still just do it. I want something in the middle. I want a visceral fighting system, and I do not want it governed by odds (ie dice rolls). However, I do not want to be able to pick up a war hammer at level 2 (with almost no heavy weapon skill) and be able to use it properly. If I had to pick up a spear right now and use it to defend myself, I would be a dead man. I have never used a spear before, and even though I know which end is the business end, I would still end up falling on my ass and dying. Sure, I could kill a small animal without much trouble, but a bandit with a dagger . . . I'm toast. So a nice balance between the two would be nice.

However, with the new system and complete removal of classes, you'll never be incompetant with any weapons, to prevent people from not being able to access a weapon style.

Of course, relatively speaking, it may be possible that you do end up relatively incompetant. I do hope low-level combat looks less competant and tight than high-level combat, with easy-to-dodge or block blows delivered with low weapon skill, but equally bad attempts to dodge and block them, with greater recoil after weapon contact on both parties (flailing with a dagger can be fast, but as soon as it bites flesh, it goes like "What now?", and if its' blocked by a shield, the animation and look should convey "Oi! No blocking!" and "Did I really just block that dagger?", respectively). And while a minor increase in speed at higher levels could be welcome, I'd rather it be obviously based on superior balance displayed in combat and assertive blows, not going from painfully slow strikes with a dagger to an insanelt fast whirlwind of death in front of you with a Greatsword.

Two low-leveled warriors with Greatswords should look like the fight between the Green Knight and Black Knigth from Monty Python.
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Noely Ulloa
 
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Post » Sat Feb 19, 2011 11:05 am

Start Morrowind---Major Skill: Blade---Buy Sword at Seyda Neen---Wander Around---Attack Scrib---Miss---Miss---Miss---Miss---Miss---Hit!---Miss---Miss---Miss---Miss---Hit!---Miss---Miss---Miss---Miss---Hit!---Kill Scrib---No Thanks.
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Laura Simmonds
 
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Post » Sat Feb 19, 2011 3:52 am

I would say, if they implement a fighting technique like what I have suggested in http://www.gamesas.com/index.php?/topic/1159472-time-to-gather-your-strength, we would see the effect of what you have suggested, but also the players would be more in control as well.

I.e. if you are low at an attack skill, then you should choose your opponents wisely, or else you would not be able to kill them before your are killed or forced to retreat, but when you choose an opponent that is suitable for the low grade of your current attack style skill then you would have not much difficulty in order to defeat it.

The system that I suggested would lower your agility on attacks that you had lower skill, so giving time to opponents with higher defense skill to counter your attacks, but opponents with lower defense skills would not be much of a problem.
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jeremey wisor
 
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Post » Sat Feb 19, 2011 10:57 am

I disliked many changes in Oblivion - combat was not one of them. Oblivion's combat embarasses Morrowind's, in my books.
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Alexx Peace
 
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Post » Sat Feb 19, 2011 2:37 am

I want:
accuracy = based on player's skill
anything else = based on character's skill
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Dona BlackHeart
 
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