Weapon Stats diversity

Post » Wed Mar 30, 2011 1:58 am

I don't know about you guys but I think that I would like a little more complexity to the weapon stats for skyrim, I want a little more to think about other than how much damage it does.

My idea:

I was thinking that it would be cool if the weapons were more like Demon's Souls. I would just like to see them add a little more to the weapon system so that we think more practically in choosing what weapon to use, this way we can choose a weapon that fits our play-style the most in my opinion. While thinking about this, I had the warrior-type in mind, not really the magic.

A weapon should have a base damage(varies depending on your level) and the sharpness and weight would be a factor. A hammer could have a higher base damage and be heavier(which contributes if you want to destroy someones balance with one attack) but does not have the sharp attribute that a sword would have so you would have to count on the weight to do damage, possibly break bone so they can't use it anymore. A sword would have a lower base damage than a hammer and doesn't have the weight to be able to break bones, but it has the sharpness attribute to cut deep for a more bleeding effect.

Just take what they have and expand on it would be good to me

what do you guys think about it? If you have your idea please explain it
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Taylrea Teodor
 
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Post » Wed Mar 30, 2011 2:13 pm

I'd love to see a far more complex system of weapons and armor, but it would probably be needlessly confusing for a lot of players if done in the same manner as previous games. Certain real weapon types are inherently more effective against certain types of armor, or against unarmored versus armored opponents, etc. Certain types of armor stop slashing, piercing, or bludgeoning damage better than others, or are damaged more easily by them. While one weapon may do more damage, it might also be slower and harder to hit with, cause more fatigue for the wielder, or break down more quickly because of the traumatic impact than a lighter, faster, but less damaging one. Dumping all that info on the player would be counter-productive to "having fun", but having it all simply work in the background could be incredible.

Just having one weapon inflict 2 more hitpoints of damage than another is a relic of old D&D-style pen&paper RPGs. A far more realistic approach can be done with modern computerization, without the player even seeing the numbers and stats at work. The idea is to make it far more complex beneath the surface, but where you just use it and eventually start to notice that it works better against armor X than it does against Y, not to make a system that's more complex to use. In reality, you see a sword and an axe, you pick them up and swing them around, and decide that you prefer one over the other. You don't need accurate weights, measures of sharpness, or other "stats" to decide; you just use whatever works best for you. The game should do the same.
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Janine Rose
 
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Post » Wed Mar 30, 2011 2:13 am

I don't know about you guys but I think that I would like a little more complexity to the weapon stats for skyrim, I want a little more to think about other than how much damage it does.

My idea:

I was thinking that it would be cool if the weapons were more like Demon's Souls. I would just like to see them add a little more to the weapon system so that we think more practically in choosing what weapon to use, this way we can choose a weapon that fits our play-style the most in my opinion. While thinking about this, I had the warrior-type in mind, not really the magic.

A weapon should have a base damage(varies depending on your level) and the sharpness and weight would be a factor. A hammer could have a higher base damage and be heavier(which contributes if you want to destroy someones balance with one attack) but does not have the sharp attribute that a sword would have so you would have to count on the weight to do damage, possibly break bone so they can't use it anymore. A sword would have a lower base damage than a hammer and doesn't have the weight to be able to break bones, but it has the sharpness attribute to cut deep for a more bleeding effect.

Just take what they have and expand on it would be good to me

what do you guys think about it? If you have your idea please explain it

That sounds like the system that was in Morrowind where you had three types of damage per weapon (slash, bash, and pierce I believe). So based on how you hit someone, then there was an amount of damage done based on the weapon type. They dropped the multiple weapon stats for Oblivion but who knows if something like that might show back up in Skyrim. They have mentioned that there are perks that vary based on the weapon type, like a perk that makes mace attacks ignore armor to do more damage and a perk for axes that make the target bleed and lose health over time. So there's something to the effect of variableness to the weapon types/stats.
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candice keenan
 
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Post » Wed Mar 30, 2011 2:57 am

I would like seperate animations for daggers, broadswords and katanas.
Or different animations as you level up your weapon skill.
And wildly different weapon speeds based on the weight of the weapon and your strenght and stamina.
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Angela Woods
 
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Post » Wed Mar 30, 2011 11:43 am

With Perks,
Axes gives a bleeding effect, Swords will have a higher chance of critical strike and maces will ignore armor. This is just some of the perks available, so there's probably some more effects as well. :)
This may not be as complex as you wanted, but it's certainly moving in the right direction. :)
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Andy durkan
 
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Post » Wed Mar 30, 2011 3:31 pm

yeah, the perks is one step to what I wanted and I also forgot about Morrowind.....need to that game again for old time sakes
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celebrity
 
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Post » Wed Mar 30, 2011 9:38 am

If maces ignore armor, I'm going to buy the PC version, and mod it out.


Ignoring armor is dumb, with magic it makes sense, with weapons. You could have super god cheat armor and you still get hit?

I dont like when mathmatics are so strongly implemented, clearly they need to be. But when you ignore armor, thats just dumb.
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Rachel Eloise Getoutofmyface
 
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Post » Wed Mar 30, 2011 2:24 pm

I doubt that the mace is going to ignore armor, they might have a perk like that though
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Kevan Olson
 
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Post » Wed Mar 30, 2011 8:28 am

I could see having a mace ignore the first X points of armor, so you'd have to land a hard enough shot to buckle the plates, but it definitely should not ignore all of it, regardless of armor strength. This sounds like a move toward "simplistic" instead of "less intrusive" game mechanics. Adding complexity can make it difficult to learn or get in the way of "just playing". When you maintain the same level of complexity or even increase it, but hide it from the player, it can sometimes feel more "natural", where you catch occasional hints that there's far more to it than meets the eye. Taking away the complexity completely just results in a shallower game, and I walk away bored after the first couple of hours.

Bethesda, give us complexity, but hide it from us, so those who don't want to be distracted by it don't need to see it.
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Lifee Mccaslin
 
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Post » Wed Mar 30, 2011 12:07 pm

You mean like Borderlands? A good idea but can be pretty complicated in the long run.
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Josh Sabatini
 
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Post » Wed Mar 30, 2011 4:02 am

That sounds like the system that was in Morrowind where you had three types of damage per weapon (slash, bash, and pierce I believe). So based on how you hit someone, then there was an amount of damage done based on the weapon type. They dropped the multiple weapon stats for Oblivion but who knows if something like that might show back up in Skyrim. They have mentioned that there are perks that vary based on the weapon type, like a perk that makes mace attacks ignore armor to do more damage and a perk for axes that make the target bleed and lose health over time. So there's something to the effect of variableness to the weapon types/stats.


Morrowind had Chop, Slash and Thrust, and Oblivion sort of just force-enabled "Always Use Best Attack". Morrowind did have a range of damage for every weapon though, but I would rather see a range of damage depending on where you hit your opponent.
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Milad Hajipour
 
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Post » Wed Mar 30, 2011 4:30 am

You mean like Borderlands? A good idea but can be pretty complicated in the long run.



Well I wouldn't use borderlands as a example but to an extent yes. I just want a little more complication to weapons, just to get the player to use their head a bit
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Amanda savory
 
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Post » Wed Mar 30, 2011 8:50 am

B)
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Amiee Kent
 
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Post » Wed Mar 30, 2011 4:02 am

That sounds like the system that was in Morrowind where you had three types of damage per weapon (slash, bash, and pierce I believe). So based on how you hit someone, then there was an amount of damage done based on the weapon type. They dropped the multiple weapon stats for Oblivion but who knows if something like that might show back up in Skyrim. They have mentioned that there are perks that vary based on the weapon type, like a perk that makes mace attacks ignore armor to do more damage and a perk for axes that make the target bleed and lose health over time. So there's something to the effect of variableness to the weapon types/stats.


Morrowind had Chop, Slash and Thrust, and Oblivion sort of just force-enabled "Always Use Best Attack". Morrowind did have a range of damage for every weapon though, but I would rather see a range of damage depending on where you hit your opponent.

Yes thats is they simplified weapons too much, such additional parameters can work very well in game, problem of morrowind was not in different damage types and damage diapason, it was in chance based strikes even if player strike target in true way, thats was disappoint moment in Morrowind system.
Damage types really good was in describing properties of weapons, just need add some additional features like armor piercing for Thrust, durability damaging for Chops, bleeding for Slash, staggering for Chops, critical for Thrust, disarming for Slashes,
Axes and Maces has good chop so good for damage armor and stagger enemy, but axes has also slash so can inflict disarming and bleeding while maces good for damage armors, shields and weapons as well as for staggering enemy.
Also as well adding armor protection thats has different values for trust chop and slash.
Damage diapason can also work by describing critical chance and weapon keen

I would like seperate animations for daggers, broadswords and katanas.
Or different animations as you level up your weapon skill.
And wildly different weapon speeds based on the weight of the weapon and your strenght and stamina.

Thats it, I dont think devs will repeating they mistake in Oblivion, and weapons types will has different animations, as well there can be some unique combat movements thats achieved from perks and represent thous armor ignoring strikes, will be awesome if they are not triggered from all strikes but from certain combination of normal strikes and at end will add unique one animation, so combat will look more like fencing then button mashing.

With Perks,
Axes gives a bleeding effect, Swords will have a higher chance of critical strike and maces will ignore armor. This is just some of the perks available, so there's probably some more effects as well. :)
This may not be as complex as you wanted, but it's certainly moving in the right direction. :)

Weapons must has parameters thats represent power and chances of such values (like old Chop, Slash and Thrust), so even without perk bleeding can be done but with perk chance and magnitude will be increased significantly.
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Tinkerbells
 
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Post » Wed Mar 30, 2011 2:04 am

With Perks,
Axes gives a bleeding effect, Swords will have a higher chance of critical strike and maces will ignore armor. This is just some of the perks available, so there's probably some more effects as well. :)
This may not be as complex as you wanted, but it's certainly moving in the right direction. :)


This.

And I like it.
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patricia kris
 
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