GI update today

Post » Mon May 16, 2011 11:06 pm

I would replace the melee weapon skills with 1-handed and 2-handed weapons, and add light armour and heavy armour.

Why? Isn't there a greater difference between using a mace and a sword than between using chainmail and plate? I would guess it's gonna be 1-handed and 2-handed too - or something to that effect -- but also no armor skills.
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Unstoppable Judge
 
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Post » Mon May 16, 2011 10:32 pm

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:


I think they are saying that one-handed weapon perks generally fall under the "combat banner", but the perk for daggers falls under the "stealth banner".
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Mistress trades Melissa
 
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Post » Mon May 16, 2011 11:53 pm

Oops!

This one is awesome, reading!
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Sabrina garzotto
 
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Post » Tue May 17, 2011 8:54 am

FALCON PUNCH!!!


Now you got me wondering how hand-to-hand combat will work...

What if I equip a short sword on my right hand, and instead of blocking with the sword I can punch with the empty left hand?
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DAVId Bryant
 
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Post » Tue May 17, 2011 6:17 am

You CAN equip a weapon to your left hand for the person that asked. You can equip weapons/spells to either hand.
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Nicole Kraus
 
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Post » Tue May 17, 2011 2:27 pm

Oops!

This one is awesome, reading!

Missed the boat. As did I as he linked the article on page 9 and I didn't see he had edited it lol.
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kelly thomson
 
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Post » Tue May 17, 2011 2:06 pm

Why? Isn't there a greater difference between using a mace and a sword than between using chainmail and plate? I would guess it's gonna be 1-handed and 2-handed too - or something to that effect -- but also no armor skills.

No, maces and swords apply pretty much the same principals, you just have to follow a sword strike with a pull to make a cut.

The only armour I've ever fought in was a chain shirt, so I can't really say much about it.

Edit* I've never fought with an axe either, that seems like it might be a bit different too, but only because of the way they would interact with shields.
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SHAWNNA-KAY
 
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Post » Tue May 17, 2011 11:00 am

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

Arrows were pretty expensve back then, so I like the sniper feel were going with :)

Make every shot count. Oh yeah..
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Vickytoria Vasquez
 
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Post » Tue May 17, 2011 2:32 am

So, lighting drains magicka and frost drains speed. Does this mean that pure 'Drain' spells will be eliminated? Considering Bethesda Occam Razoring their games with each new title, that's very possible.
But otherwise I'm very pleased. They really do learn from the modding community - overall magic seems to be much more fun to use now, and of course everydoby remembers Deadly Reflex - it seems they got some inspiration from there, too.
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Andrew
 
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Post » Tue May 17, 2011 11:05 am

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

I wonder how this'll be explained (if at all) in-world, though. If I can walk into town and buy a gigantic nordic silver claymore, I'd be surprised if iron broadheads and raven-feather fletching were a highly limited resource...

Or perhaps the number of arrows one can carry at a time is what's meant?
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vicki kitterman
 
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Post » Tue May 17, 2011 12:43 am

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?


I think that Combining is referring to using 2 offensive spells together (like fire and Frost) and casting them so that they are 1 spell, you can have 2 spells equiped but they can only be used one after the other
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Alyce Argabright
 
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Post » Tue May 17, 2011 10:30 am

I don't mind if the arrows are harder to get but if they do that, then the Arrows have to be more powerful then they were in Oblivion.
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GRAEME
 
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Post » Tue May 17, 2011 4:30 am

@Adragas I dearly hope not. I mean, magic is more tactical now than before, but this is the perfect excuse for them to water it down into a rock-paper-scissors affair. Now instead of having to plan ahead with various Drain/Damage spells, taking into account attributes and skills, we're just going to be firing off any lightning spells we want on magic users to get the same effectiveness?
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Jade Payton
 
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Post » Tue May 17, 2011 5:07 am

So we can equip two separate spells but can't cast them at the same time correct? To cast at the same time they have to be the same spell?
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Farrah Barry
 
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Post » Tue May 17, 2011 9:44 am

So, lighting drains magicka and frost drains speed. Does this mean that pure 'Drain' spells will be eliminated? Considering Bethesda Occam Razoring their games with each new title, that's very possible.


I hope so, only the drains spells in Oblivion made up for 5 spell effects out of the 81 base ones. With 85 spell effects, and all those useless spells out I'll be very happy!
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Louise Lowe
 
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Post » Tue May 17, 2011 7:24 am

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.

Exactly, not many people took an arrow in the chest/neck/face, turned around, and yelled "I've fought mudcrabs more fearsome than you"
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Natalie J Webster
 
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Post » Tue May 17, 2011 12:13 pm

I didnt really 100% get the Melee and I just didnt read anything else because I am a melee only person but from what I did get it seems like it is improved on alot
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Mackenzie
 
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Post » Tue May 17, 2011 1:13 pm

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


Axe, Blade and Blunt are replaced by One-Handed. Add in Light and Heavy Armor and your back to 18.
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Prohibited
 
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Post » Tue May 17, 2011 7:48 am

By and large, this sounds good. Lots of improvements.

As for disappointments, there are things where one might have hoped for an improvement over Oblivion, but at least Skyrim won't go backwards - for instance, spears and throwing weapons.

But the biggest concern to my mind is whether we'll be able to make custom spells. I don't think the importance of spellmaking should be underestimated for mages and magic/combat hybrids. I know that one thing I relied upon with my magic/combat hybrids was being able to make carefully balanced crowd control and combat support spells, where the duration/magnitude/mana-usage was specifically tailored to the sorts of enemies I expected to face, the amount of melee damage I'd expect to do, how long I'd expect the fights to last, and how much mana I had. Not being able to tailor spells to your combat style may mean a lot of extra micromanagement with potions, needing to run away and reengage, and so on.

I guess what I'm hopeful for is that either custom spells are still in, or perhaps Bethesda have found some other way of achieving similar effects. It sounds like you can, in a sense, customise a spell by the way you use it - you can customise the fire spell by using it as a fireball, a flamethrower, or a defensive ward. Perhaps other spells will work similarly? For instance, depending on how you use a Demoralise spell, you can alter its area of effect and duration?
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He got the
 
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Post » Tue May 17, 2011 1:42 am

best update yet
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Mashystar
 
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Post » Tue May 17, 2011 8:59 am

So, lighting drains magicka and frost drains speed. Does this mean that pure 'Drain' spells will be eliminated? Considering Bethesda Occam Razoring their games with each new title, that's very possible.

Honestly, I wouldn't mind. I never used them in Oblivion because while it was more expensive to make a damage spell I didn't have to kill them before the effect wore off. If you use drain health and it wears off they get it all back and that made me sad face.
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Esther Fernandez
 
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Post » Tue May 17, 2011 2:02 am

Now you got me wondering how hand-to-hand combat will work...

What if I equip a short sword on my right hand, and instead of blocking with the sword I can punch with the empty left hand?

Uhhh... :unsure2:
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Kat Lehmann
 
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Post » Tue May 17, 2011 11:36 am

One of the more alluring changes to the spellcasting in Skyrim is how you can employ spells in different ways. For instance, you could blast enemies with a flame ball from afar, hold the button down to wield the spell like a flame thrower


Looks like I'll need to brush up on my Destruction and Alteration :sweat:
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Madeleine Rose Walsh
 
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Post » Tue May 17, 2011 10:04 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 Cooking/Survival
  • Blade Hand to Hand
  • Blunt One-Handed
  • Shield / Block


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BRIANNA
 
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Post » Tue May 17, 2011 11:29 am

I guess the best we can hope now in terms of magic system is a really awesome Creation Kit to bring back some old magical effects in. I doubt it will be too difficult to bring back drain spells, for instance.
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Hilm Music
 
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