GI update today

Post » Tue May 17, 2011 4:33 am

Good article, I'm glad their adopting a Fallout type stealth system where if an enemy NPC hears you he explores instead of saying "Damn Rats always skirting around in the shadows making me jumpy". The blocking I'm concerned about, I wished they would have left it like Oblivions blocking which is perfect and simple to use. Combats going to be hard and interesting so I can't wait for more info and to one day see it in action.

Also to the Devs Keep the X10 for the Dagger
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djimi
 
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Post » Tue May 17, 2011 9:37 am

Would be nice if I can equip weapon in my left hand, as I am left handed in real life. :tongue:
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Gracie Dugdale
 
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Post » Mon May 16, 2011 10:23 pm

For all we know, there won't even be shortswords :(


LOL, the picture of the guy fighting ice wraiths in the GI mag clearly is using a shortsword.
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Quick Draw III
 
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Post » Tue May 17, 2011 1:34 am

Spears! They didn't mention any spears! :cry:
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louise hamilton
 
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Post » Tue May 17, 2011 8:14 am

What if you hold down block but don't have a shield equipped?


Use your sword instead.
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LADONA
 
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Post » Mon May 16, 2011 11:06 pm

Like using both spells at the same time to make something like a super fire and ice ball.

How would the mechanics work then? You can either equip the same spell to both hands or you can equip a defensive spell in one and an offensive spell in the other, I guess.

Pretty excited about the different effects for each spell though (fireball, flamethrower, etc).
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Justin Hankins
 
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Post » Tue May 17, 2011 1:15 pm

What if you hold down block but don't have a shield equipped?

I immediately thought pommel strike.
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Roanne Bardsley
 
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Post » Tue May 17, 2011 2:44 pm

The article made it sound like you won't be able to cast spells with two-handed weapons equipped. Not sure about bows, here's hoping.

Also, on page 2 spell casting doesn't make sense. It says they aren't talking about "combining" more than one spell, but then 2 paragraphs down they talk about having a ward spell in one hand and a fire spell in the other. What do they mean about combining then?

You can equip two separate spells you just can't cast them at the same time. But if you have two of the same spell you can cast them at the same time.
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~Sylvia~
 
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Post » Tue May 17, 2011 9:18 am

i hope spears are in this game.
i felt like a badass when i killed someone with a spear in fallout new vegas
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Andrew Perry
 
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Post » Tue May 17, 2011 10:59 am

What I don't understand is why stabbing a guy with a dagger should damage him more than stabbing him with, for instance, a shortsword. Maybe you get a bit more precision, but surely not enough to make stabbing perks exclusive to daggers !?


It's just to make every weapon feel different and actually have a use. I personally don't care it isn't all that realistic. At least now there is a reason to play through with different kinds of weapons.
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Taylrea Teodor
 
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Post » Tue May 17, 2011 8:51 am

OK, My new skill list, gathered from new information.

I think that now the classes are out of the window, we do not need to categorize the skills into three archetypes any more, and the players can choose any skill that they like and improve them, as they like:

  • Stealth
  • Security
  • Ranged = (Bow+Crossbow+Throwing)
  • Athletics + (Acrobatics/Dodge/Running/Swimming) + Martial Arts?
  • Persuasion = (Speechcraft+Mercantile)
  • Alchemy
  • Illusion
  • Conjuration
  • Destruction
  • Restoration
  • Alteration
  • Enchanting
  • Smithing = (Crafting+Repair)
  • Two Handed
  • Axe
  • Blade
  • Blunt
  • Shield

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Eric Hayes
 
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Post » Tue May 17, 2011 12:19 am

Spears?
Crossbows?
Throwing Weapons?
Hand to Hand?

Sadly, the topics I was curious about haven't been addressed.
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amhain
 
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Post » Tue May 17, 2011 7:45 am

My favorite parts:

Awesome. This will go a long way toward making the spells feel more active, and creating the illusion that they have some real physical roots within the world. Not to mention that it will make them more fun to cast...


Lots of welcome news here... I think all these changes will help to make the stealth gameplay more enjoyable and realistic. I'm a bit worried that high-leveled rogues may be overpowered though. I mean, if your Sneak skill is so high that you're virtually undetectable, and you can supplement that with self-made Invisibility/Chameleon potions, along with powerful weapon poisons, you should be able to destroy many enemies just by taking a few extra seconds to make sure they don't see you before you strike. Which is technically a more realistic system, IMO, but it still may be a bit too strong.

No, they balanced it by greatly reducing the number of arrows available to you.
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herrade
 
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Post » Tue May 17, 2011 11:55 am

Use your sword instead.

Sword bash? What if you don't have any weapon equipped?
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Krystina Proietti
 
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Post » Tue May 17, 2011 1:51 am

What if you hold down block but don't have a shield equipped?

You'll bash with your weapon(s).

There's one very enigmatic hint at the bottom:
"Though the dagger is still considered a one-handed weapon skill, the perks for the weapon are housed under the stealth banner."

So perks will be assigned to to the three archetypes and not necessarily the same ones as the governing skills? Now there's a headscratch. How would that work? :shrug:
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Sara Johanna Scenariste
 
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Post » Tue May 17, 2011 8:17 am

OK, My new skill list, gathered from new information.

I think that now the classes are out of the window, we do not need to categorize the skills into three archetypes any more, and the players can choose any skill that they like and improve them, as they like:

  • Stealth
  • Security
  • Ranged = (Bow+Crossbow+Throwing)
  • Athletics + (Acrobatics/Dodge/Running/Swimming) + Martial Arts?
  • Persuasion = (Speechcraft+Mercantile)
  • Alchemy
  • Illusion
  • Conjuration
  • Destruction
  • Restoration
  • Alteration
  • Enchanting
  • Smithing = (Crafting+Repair)
  • Two Handed
  • Axe
  • Blade
  • Blunt
  • Shield



That sounds pretty accurate although I think Ranged will be just Bow or Marksman
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Veronica Martinez
 
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Post » Tue May 17, 2011 3:37 am

No, they balanced it by greatly reducing the number of arrows available to you.

Equally effective, in my opinion. When you think of ranged combat in the middle ages, it was practiced more with the intent of quickly eliminating individuals or outright poisoning them than being a kinetic, ongoing "launch 20 arrows into one person" affair.
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Bek Rideout
 
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Post » Tue May 17, 2011 1:55 am

OK, My new skill list, gathered from new information.



I would replace the melee weapon skills with 1-handed and 2-handed weapons, and add light armour and heavy armour.
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Latisha Fry
 
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Post » Tue May 17, 2011 8:54 am

Sword bash? What if you don't have any weapon equipped?

FALCON PUNCH!!!
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Sarah Bishop
 
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Post » Tue May 17, 2011 5:19 am

Nice update - great detail on the troll and the weapon.
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Lindsay Dunn
 
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Post » Tue May 17, 2011 1:32 pm

I think this update confirms no spears right?

Not really. If there are spears, Bethesda is saving them for a later time to announce.
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Fanny Rouyé
 
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Post » Tue May 17, 2011 2:18 pm

What I don't understand is why stabbing a guy with a dagger should damage him more than stabbing him with, for instance, a shortsword. Maybe you get a bit more precision, but surely not enough to make stabbing perks exclusive to daggers !?

No, you don't get them exclusive to daggers. The thing is, when you sneak, a sneak-attack gets you different multipliers, depending on your weapon. In Oblivion, you got a 6X for blades, 3X for arrows. I'm assuming that that all stays the same, and they just added 10X for daggers.

Now, to balance the whole stealth archer thing, they should get rid of the sneak attack with arrows. Whether they notice you or not, your arrow is still going to go where you aim, so you shouldn't get a sneak attack bonus (especially since they made arrows deadlier anyway).
Blades are already more powerful than daggers, so a 10X for a dagger is very reasonable, and if you sneak up behind someone with a dagger and considerable skill, you should be able to kill them in one quick attack, thus justifying the 10X.
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Liv Staff
 
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Post » Tue May 17, 2011 1:21 pm

i wonder how the staffs would work in this.
will it only fire spells? or can you combat people as well when they get in your face?
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Kelly Tomlinson
 
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Post » Tue May 17, 2011 8:04 am

Wow three pages quite a big article this time.
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Eilidh Brian
 
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Post » Tue May 17, 2011 4:11 am

OK, My new skill list, gathered from new information.

I think that now the classes are out of the window, we do not need to categorize the skills into three archetypes any more, and the players can choose any skill that they like and improve them, as they like:

  • Stealth
  • Security
  • Ranged = (Bow+Crossbow+Throwing)
  • Athletics + (Acrobatics/Dodge/Running/Swimming) + Martial Arts?
  • Persuasion = (Speechcraft+Mercantile)
  • Alchemy
  • Illusion
  • Conjuration
  • Destruction
  • Restoration
  • Alteration
  • Enchanting
  • Smithing = (Crafting+Repair)
  • Two Handed
  • Axe
  • Blade
  • Blunt
  • Shield


No axe, sword, blunt aren't skills anymore

The article says daggers are under the one-handed skill
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Paul Rice
 
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