When can we expect a complete combat overhaul?

Post » Mon Dec 05, 2011 6:42 am

^^This^^ I've only done Sword/Shield but I find it to be pretty much exactly how you'd expect to fight that way in real life. Block with Shield then shove it in your opponent's face so you can get a few strikes in. Also you want to chain together normal and power attacks to deal as much damage as possible to the opening your opponent gives. Now I wouldn't mind seeing some sort of timed parry function added for dual-wielding, and of course fix the weapon ranges so you can dodge accurately. But aside from that I think they did a spectacular job with the combat(something that always bothered me in TES) this time around.

Yeah, I've only done a little bit of Longsword training (I'm more into MMA) but all that rolling nonsense would leave me with a sword in my back in no time. Also, notice how in games we can roll in a circle around to an enemy's back? Lol, try doing that IRL for loltastic consequences.
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Bek Rideout
 
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Post » Sun Dec 04, 2011 10:03 pm

Yeah, I've only done a little bit of Longsword training (I'm more into MMA) but all that rolling nonsense would leave me with a sword in my back in no time. Also, notice how in games we can roll in a circle around to an enemy's back? Lol, try doing that IRL for loltastic consequences.


Yeah good way to die. I've watched some SCA type fighting, and it's nothing at all like that. You keep your distance and guard yourself till your opponent presents an opening. No silly acrobatic shenanigans
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Lovingly
 
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Post » Mon Dec 05, 2011 1:36 am

Some ridiculous points aside (yes I'm sure you were sooo ready to throw away the game because it didn't have spell creation? Really?)... Why would you want a combat system based around RNG? In a practical sense parrying, counterattacking, etc doesn't make sense at all because you're taking a combat out of your hands while simultaneously claiming you didn't like the randomness of killing blows which is essentially the only random chance event within combat.

I don't see how any combat overhaul that changes the system to include large amounts of RNG triggers would make that system better at all. You can dodge enemy attacks, your character is freely capable of avoiding projectiles or avoiding enemy power attacks. Power attacks stagger blocks, but are slow and can be dodged, normal attacks can be blocked and followed up on with attacks of your own. Just because there's not some trigger or a specific stat that says "Hey you have a X% to do this special dodge/parry/killing/thing!" doesn't mean combat is bad or broken. You can do all the things you mentioned you wanted in Skyrims' combat, they just don't have special names or properties and just naturally happen through your own user input if you manage to avoid an attack, get behind an enemy, land a blow behind, etc.
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Jeffrey Lawson
 
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Post » Mon Dec 05, 2011 2:59 am

Some ridiculous points aside (yes I'm sure you were sooo ready to throw away the game because it didn't have spell creation? Really?)... Why would you want a combat system based around RNG? In a practical sense parrying, counterattacking, etc doesn't make sense at all because you're taking a combat out of your hands while simultaneously claiming you didn't like the randomness of killing blows which is essentially the only random chance event within combat.

I don't see how any combat overhaul that changes the system to include large amounts of RNG triggers would make that system better at all. You can dodge enemy attacks, your character is freely capable of avoiding projectiles or avoiding enemy power attacks. Power attacks stagger blocks, but are slow and can be dodged, normal attacks can be blocked and followed up on with attacks of your own. Just because there's not some trigger or a specific stat that says "Hey you have a X% to do this special dodge/parry/killing/thing!" doesn't mean combat is bad or broken. You can do all the things you mentioned you wanted in Skyrims' combat, they just don't have special names or properties and just naturally happen through your own user input if you manage to avoid an attack, get behind an enemy, land a blow behind, etc.

It still comes down to the animation of it all.
IF your guy looks as stiff as ever, doing all these combat tactics. There is not that much satisfaction in it.

Take an archer vs warrior as an example.
The archer fires off a shot. that barely misses the target.
And only because the target swung his torso out of the way all matrix style...

Do you see matrix style dodging maneuvers in this game?
Or do you see a big generic strafe animation?

Bad example only because the dodging examples are so extreme. But you get the point.
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Dan Scott
 
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Post » Mon Dec 05, 2011 2:52 am

The only thing I actually want to see changed in the addition of kicks, and the ability to block while dual wielding.

Dodging it really easy to accomplish through tactical maneuvering and the effective use of sprinting.
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Ownie Zuliana
 
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Post » Mon Dec 05, 2011 2:46 am

I figured out if you turn off auto-run, you can dodge the enemy's blow much easier.
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Leticia Hernandez
 
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Post » Sun Dec 04, 2011 11:51 pm

dodge- just move more X3
parry- just have a 2 hand weapon or just one 1h weapon, use block
counter-attack- block and attack after they stagger
flank- just move when they get ready to swing
backstab- run around them and attack


see, you can easly do all those stuff with the vanilla combat, it′s all about the players mind and creativity ^^



Exactly! You can allready do it. Just not have the game play itself for you.
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Jason Rice
 
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