I want REAL armor depth

Post » Mon Mar 14, 2011 3:47 pm

I wouldn't mind having DT and DR. They are making this game a lot more like Fallout than Oblivion was (which isn't necessarily bad) anyway, so they may as well go for it. I just want more types of armor. Morrowind had quite a few armor varieties. A lot of the armor types in Morrowind would actually fit in Skyrim. Namely dragon scale, troll bone, dreugh, stalhrim, bear, snow bear, wolf, snow wolf, and Nordic iron and ringmail. Maybe even some of the Imperial armors. And of course, heavy leather boots.

The main reason there are less though is because they worked on the graphics so much where with skyrim the graphics arn't as much different as Oblivion and Morrowind, also the lower the graphics on something the easier it is to make
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James Rhead
 
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Post » Mon Mar 14, 2011 11:51 pm

The main reason there are less though is because they worked on the graphics so much where with skyrim the graphics arn't as much different as Oblivion and Morrowind, also the lower the graphics on something the easier it is to make

Oh, I wasn't knocking Oblivion. I was just saying that more armor types would be nifty. Having more types of armor would also keep the equipment progression interesting.

And you are right, they may have more types of armor now because it would be easier to add them.
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victoria gillis
 
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Post » Mon Mar 14, 2011 1:31 pm

Personally I would prefer oblivions slot set up for the base armor, but with a similar amount or more of the additional biped slots fallout had. The customization the biped slot allowed was nice. Armor technically was set up as a one piece suit, but you could have made separate gloves for left and right, up to 3 additional addon parts, and back pack. then you could equip a pipe in your mouth, wear glasses, a hat, and have some earrings on.

I don't dislike separate pauldrons, though I expect to see them being used like something a kin to "ArmorAddon1" ala fallout.
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claire ley
 
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Post » Mon Mar 14, 2011 3:32 pm

"equip a pipe in your mouth"
what?

Armour is there provide defence, how much more 'meaningful' can it be, would you like it to give you your horoscope?
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Stace
 
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Post » Mon Mar 14, 2011 6:56 pm

"equip a pipe in your mouth"
what?

Armour is there provide defence, how much more 'meaningful' can it be, would you like it to give you your horoscope?


Maybe you should try reading the thread...
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Chris Jones
 
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Post » Mon Mar 14, 2011 9:08 pm

Not only did it add to customization but it added to immersion. Being able to wear clothing under our armor and having belts etc. was amazing.
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Anna Watts
 
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Post » Tue Mar 15, 2011 3:52 am

"equip a pipe in your mouth"
what?

Armour is there provide defence, how much more 'meaningful' can it be, would you like it to give you your horoscope?


There are multiple ways to provide defense. Did you look at the OP?
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Big mike
 
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Post » Mon Mar 14, 2011 7:51 pm

And all those things did exactly the same things as the armor that's still in Oblivion. It's entirely cosmetic.


Nope, it's not. Even if we don't count gameplay-elements like the cost of a full suit of armor or higher entchant-ratings, Morrowinds System was more "realistic" in some way. If only half of your armor-slots were in use, there was a high chance that an enemy hit would use the unarmored and not the L/M/H Armor rating, thus pretending to hit an uncovered bodypart. Can't remember seeing this in Oblivion, were it really was just the armor rating, but i could be wrong.

Still, i agree with your OP, it would be a better system if every armor had certain strengths and weaknesses against certain attacks, born under an uncertain star with uncertain parents in an uncertain world with uncertain outcome ;)
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Elle H
 
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Post » Mon Mar 14, 2011 7:22 pm

Maybe you should try reading the thread...

i have read it, and so far ive seen people arguing over which game had the best armour system?

to make armour more meaningful, i think they should have a kind of fable 3 system where it changes depending on what you have done, and what choices have been made (i.e a redish glow if you have murdered many innocent people)

Also, the ability to upgrade your armour by going to the blacksmiths/enchanter and having them improve it, that way your armour becomes more personal and less of a generic armour category
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kat no x
 
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Post » Tue Mar 15, 2011 12:10 am

i have read it, and so far ive seen people arguing over which game had the best armour system?

to make armour more meaningful, i think they should have a kind of fable 3 system where it changes depending on what you have done, and what choices have been made (i.e a redish glow if you have murdered many innocent people)


That isn't meaningful, it's a cartoony gimmick that would be totally out of place in the TES universe.

EDIT: As for your edit, I agree!
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Nikki Morse
 
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Post » Mon Mar 14, 2011 10:57 pm

"equip a pipe in your mouth"
what?


After shooting up a place/getting laid I would light up a cig. I did this just by equiping an animated cig.
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Ridhwan Hemsome
 
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Post » Mon Mar 14, 2011 1:14 pm

After shooting up a place/getting laid I would light up a cig. I did this just by equiping an animated cig.

When will game developers learn? We need smokable pipes and tobbacco pouches after a long day of adventuring.
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Mr.Broom30
 
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Post » Mon Mar 14, 2011 5:25 pm

i have read it, and so far ive seen people arguing over which game had the best armour system?


MY point for the thread was that they both have the same system, Morrowind just had more items that did the same thing. And I'd like to see armor actually improved instead of just added to.

For example if they went with the fallout system, Light armor would have the highest armor class, because you could move better and avoid hits. Heavy armor would have the highest damage threshold, because when you've got a layer of solid steel (or soemthing even harder) between yourself and the enemy it would take a lot of force to even injure you at all (a rat shouldn't hurt a guy in full plate no matter how many times it bites him). And enchantments could have the most damage resistance due to some sort of magic reducing the amount of certain kinds of damage.
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john page
 
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Post » Mon Mar 14, 2011 4:14 pm

Didn't understand much of what you said.

But since this :
What I want is REAL depth to armor, where wearing a deadric helmet and nothing else doesn't protect you exactly the same as a full suit of mail would.

Made every bit of sense, you must be onto something.
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Darlene Delk
 
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Post » Mon Mar 14, 2011 3:25 pm

It depends on the way the armor is protecting you.

Mundane normal and even magical normal armor should likely only protect a section of the body.

On the other hand mages clothing should provide total body protection. boots gloves robes hat/hood bangles and baubles galore all providing a bit of protection to the entire body. Protection that shouldnt work the way mundane armor protection does. There should be a reason some wear leather and others wear metal and still others wear robes and a pointy hat/cool hood gloves etc.
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LuCY sCoTT
 
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Post » Tue Mar 15, 2011 5:01 am

I agree with the OP, about 98%. Morrowind's system WAS better, but it was mostly cosmetic. You could see the differences between armor tho (I don't recall any in particular) but for instance, some armors had more "health" then others, regardless of armor rating. I'm told Oblivion did as well, but every armor was simply rated out of 100.

What I liked in Morrowind was that if I wanted to wear iron pauldrons on a leather cuirass, I could. What I didn't like was that my armor rating was lower than if I had gone with all fur (if my skill in light armor was the highest)

Realistically, wearing stronger pauldrons is a good choice, because more blows are coming down on your shoulders then say, the side of your ribs.
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Nadia Nad
 
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Post » Mon Mar 14, 2011 12:46 pm

The game should recognize where you are hit and each piece of armor should protect their own related place. so a Helmet should not protect the hands, unless their added enchantment does so.

And damage threshold, and damage type differences are also nice touches.
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Daramis McGee
 
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Post » Mon Mar 14, 2011 2:03 pm

I'm really liking what's been said so far. I think that any little way a developer can add realism or customization options is really cool. Like being able to wear two different gloves if you want to. I'm not going to sit here and be the type that disses on Oblivion and says "make Skyrim more like Morrowind" because I know devs like to experiment and do different things, but I'm really hoping they'll give us more armor options.
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Beulah Bell
 
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Post » Mon Mar 14, 2011 9:57 pm

What I want is REAL depth to armor, where wearing a deadric helmet and nothing else doesn't protect you exactly the same as a full suit of mail would.



The game should recognize where you are hit and each piece of armor should protect their own related place. so a Helmet should not protect the hands, unless their added enchantment does so.
And damage threshold, and damage type differences are also nice touches.


Yes! Locational damage is the answer and the feature we have been earning for.
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TOYA toys
 
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Post » Mon Mar 14, 2011 5:11 pm



What I want is REAL depth to armor, where wearing a deadric helmet and nothing else doesn't protect you exactly the same as a full suit of mail would. Or a full suit of Ebony protects exactly the same as some enchanted rags.

It was already the case in Oblivion and morrowind. I don't get your point here.

Look at Fallout 1 and 2 for example, each piece of armor had multiple armor ratings. First was Armor Class, which reduced your opponent's chance to score a hit, then there was Damage Threshold, which reduced damage taken by a certain number of damage points (this was used in New Vegas), finally there was Damage Resistance, which reduced damage by a certain percentage. Damage resistance was also broken down into multiple categories, like normal(bullets and fists), fire, laser, explosion, plasma, etc.

So lets say the enemy attacks you with a weapon that does 40 damage, and you've got a DT of 10 and a normal DR of 50%. First they would have to pass your armor class or they miss completely, then the damage is cut by the DT, then multiplied by the DR, so you take a total of 15 damage instead of 40.

In Oblivion, there's only a single stat, armor rating, which is pretty much damage resistance. No amount of pauldrons and individual gauntlets will make that any deeper.

Fair enough, these features are cool. But frankly, I don't see why having separate pieces of armor would "forbid" to have these features you want. It's like you're making a choice between the two where there is no choice to make.
_Star wars is cool.
_Yeah but I'd rather have milk on my coffee.


So really, I don't get why you even mention the separates pieces of armor thing in your topic, it has nothing to do here.

On the other hand,
The game should recognize where you are hit and each piece of armor should protect their own related place. so a Helmet should not protect the hands, unless their added enchantment does so.

And damage threshold, and damage type differences are also nice touches.

This is awesome. damage should be localized.
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sally coker
 
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Post » Mon Mar 14, 2011 10:10 pm

I can agree with that. Damage and thus damage protection should be localized. It wouldn't have to be exact, but it would be nice to get the basic idea.
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Kat Lehmann
 
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Post » Mon Mar 14, 2011 5:36 pm

Just to really beat that dead horse, Oblivion's armor system was SIMPLIFIED from Morrowind, not dumbed down. Simplified means less options, but same mechanics. Dumbed down means easier mechanics. That being said I want pauldrons and separate gloves.

It all should have to do with locational damage. I'm going to give 2 numbers:

16.00 and 22.50

Basic math tells us that 22.50 > 16.00. But now lets learn what the actual numbers mean. 16.00 is the Armor Rating on a full set of Fur Armor and 22.50 is the Armor Rating on just a Daedric Shield, pulled right from the Construction Set. If I get stabbed in the chest without blocking and am fully naked except my Daedric Shield how does it protect me more than if I am wearing a Fur Cuirass?

The OP has it right. Depending on the type of armor (Chainmail, Dwarven, etc.) and the piece (Greaves, Helm), it should determine how much damage you take and from what. Chainmail won't protect from a piercing attack such as an arrow like plate mail would. Fur burns, but you can scorch steel and it won't take as much damage. The way I see it is Armor should have a variety of stats that may make you think twice about what what to wear.
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Emily Jeffs
 
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Post » Tue Mar 15, 2011 1:53 am

It was already the case in Oblivion and morrowind. I don't get your point here.


No it wasn't. Maybe you misinterpreted my point but I don't like that a deadric helmet and boots or a single enchanted ring both protect you exactly the same as a full set of lesser armor.

Fair enough, these features are cool. But frankly, I don't see why having separate pieces of armor would "forbid" to have these features you want. It's like you're making a choice between the two where there is no choice to make.
_Star wars is cool.
_Yeah but I'd rather have milk on my coffee.


So really, I don't get why you even mention the separates pieces of armor thing in your topic, it has nothing to do here.


It doesn't forbid it. I thought I've made it plenty clear that I don't care whether there are more armor pieces or not, just that it doesn't matter either way and I want to see armor really matter.

I mention the separate pieces because people seem to think the armor system in morrowind was great, while the armor system in oblivion was dumbed down. When actually they were both dumb. Morrowind's armor system wasn't any deeper it just gave more cosmetic differences.
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Andrea P
 
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Post » Tue Mar 15, 2011 3:46 am

The screenshots in the magazine lead me to believe there is more armor customization.

  • The slain figure falling down on pages 50 and 51 appears to have two different pauldrons.
  • The Dunmer on page 50 has the same set of straps on his back that the Nord does on the page about relating with NPCs. The difference is that the Dunmer has clothing underneath the straps while the Nord has none.
  • The Dunmer also has an iron/silver-looking left pauldron on top of another leather pauldron, while the Nord has a left pauldron of just leather, not the iron piece.

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WTW
 
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Post » Tue Mar 15, 2011 4:57 am

I agree with the OP, about 98%. Morrowind's system WAS better, but it was mostly cosmetic. You could see the differences between armor tho (I don't recall any in particular) but for instance, some armors had more "health" then others, regardless of armor rating. I'm told Oblivion did as well, but every armor was simply rated out of 100.


http://en.wikipedia.org/wiki/Percentage
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Alina loves Alexandra
 
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