A whole new combat style- would this be possible?

Post » Fri Nov 12, 2010 10:27 pm

Eh. Daggerfall's combat was abandoned for a reason. Ditto Morrowind's. Basing any hopes on seeing those systems return... Might as well ish we forget our shiny Core processors and break out the 486s. It's just as likely. Heck, why not use the original Dragon Quest as our pinnacle of interface design as well...
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Bellismydesi
 
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Post » Fri Nov 12, 2010 2:53 pm

Yes. :evil:


Well... it wasn't, because none of us really have any idea what you're talking about

Why would they implement once combat system on the PC version of the game and not on the console version? Think about it
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Nicola
 
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Post » Sat Nov 13, 2010 12:05 am

What we really need is enemies and armor types that are more adversely affected by different types of attacks. So lets' say you have a mudcrab. Because of their hard shell, they are less vulnerable to slashes and stabs, and most vulnerable to crushing blows. So if you are using a spear the "best attack" option is not actually the best attack for the situation. Or, you would have to get right on top of the crab and stab straight downwards, which of course negates the spears best strength, distance, and puts you right in claw range.
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Wanda Maximoff
 
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Post » Sat Nov 13, 2010 2:37 am

The trick is making combat more interactive without turning it into a game that folks who enjoy roleplaying but don't have high twitch skills can't enjoy. I actually liked the "always use best attack" as a way around that conundrum but apparently folks who wanted an experience that depended more on player than character skill chose to check it also. Perhaps if Bethesda had chosen a different label that implied that opting out of it made those players more hardcoe, it would have garnered more acceptance. Apparently folks think it makes sense to play on "Nightmare Difficulty," but not to opt out of "always use best attack." This makes me think that the fundamental flaw of "always use best attack" was not associating some form of bragging rights with its non-use. Then the folks who would prefer combat that depended more on player dexterity would have a gamer reason to do what they would also find more fun.
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Sylvia Luciani
 
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Post » Sat Nov 13, 2010 12:06 am

The trick is making combat more interactive without turning it into a game that folks who enjoy roleplaying but don't have high twitch skills can't enjoy. I actually liked the "always use best attack" as a way around that conundrum but apparently who wanted an experience that depended more on player than character skill chose to check it also. Perhaps if Bethesda had chosen a different label that implied that opting out of it made those players more hardcoe, it would have garnered more acceptance. Apparently folks think it makes sense to play on "Nightmare Difficulty," but not to opt out of "always use best attack." This makes me think that the fundamental flaw of "always use best attack" was not associating some form of bragging rights with its non-use. Then the folks who would prefer combat that depended more on player dexterity would have a gamer reason to do what they would also find more fun.


I agree with this. Some people enjoy combat elements, some simply enjoy the RPG elements and prefer combat to be less player skill based
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Jerry Cox
 
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Post » Sat Nov 13, 2010 2:21 am

But in TES3 it made no sense to use any other than the 'best attack' on each weapon. In TES2 the damage and hit chance was different to each strike, so it had a tactical approach, even if not major.

That's not a problem with the combat system, but with the weapon values. Its the same issue with spears. Spears svcked not because the skill was inherently flawed, or because spears aren't fun, its because the spears that the weapon designers made were weak and silly. Its not a problem with the system, but with the items within that system.

Having said that, moving determining strikes didn't work so well because you move around a lot in many different directions, but you don't want certain strikes to happen. Oblivion's 'push and hold' system worked better in this aspect, because I could move any direction and still do my power attacks like I wanted, instead of doing slashes just because I'm moving left or right.
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Roisan Sweeney
 
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