Why dual-wielding will fail

Post » Wed Sep 14, 2011 3:30 pm

As much as I've always hated the idea of dual-wielding in TES, I have to admit I'm anxious to try a dagger/hammer combo with my Redguard assassin. Quick backstab with the dagger for the added multiplier, brutal blunt force trauma to the skull with the hammer to finish. Bliss.
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Greg Cavaliere
 
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Post » Wed Sep 14, 2011 9:01 am

You don't need to use the dual wielding.
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Rachell Katherine
 
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Post » Wed Sep 14, 2011 8:38 pm

Parrying is certainly possible. It just needs one button or button combination. To do that, Bethesda could free up the O/360 equivalent button by tying its function (the map, journal, inventory, etc.) to the start or select menu or they could simply have the dual power-attack occur as a result of only holding down one attack trigger while allowing the parry to be tied to holding down both triggers, instead. If Bethesda wanted to, it's perfectly feasible. I am a console player. I know how these controllers work, I've experienced how other developers have handled it, and I know how certain solutions would work. It is not some console controller limitation... it's just a limitation on Bethesda's technical creativity or perhaps just their lack of care or, in my opinion, grave misunderstanding of how dual-wielding would best work.



Or maybe they just don't want duel wielding to be too powerful.

Do you have any idea how much more potential duel wielding has than the other styles because of enchanting? If duel wielding could block/parry there would be no reason to play the other styles.
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Horse gal smithe
 
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Post » Wed Sep 14, 2011 8:41 pm

admittedly, the dual-wielding isn't everything I'd hoped it would be, but it's up to the player to compensate for the 'lacking.'

I hate that there's no parry/block for dual wielding, buuuuut the plus side is it helps a person truly feel the diversity of each fighting style.

Dual-wielding is a 'hit-and run' fighting style, a few quick jabs and back out.
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Alexis Acevedo
 
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Post » Wed Sep 14, 2011 9:39 pm

You don't need to use the dual wielding.

Nonsense!
I'm going to charge this dragon with my duel daggers and no armor then complain when it's not viable.
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Adrian Powers
 
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Post » Wed Sep 14, 2011 10:44 am

Funny how people think something can never be judged based on what one knows about themself and their preferences that no one else does simply because they haven't actually played it. One doesn't need to play the game to be able to tell that constant slashing with little defense is uncomfortable... especially when they've seen the system in action. They just know. I don't need to play , for example, to say that I won't like it and I don't need to play Skyrim to be able to know I don't like a forced third-person view while riding a horse as it was the first-person perspective that helped draw me to the series in the first place, for example.


You're quite clear on your preferences, but since you've never actually played the game, there's no way for you to know if the system is something you like or not. You can make a series of assumptions and reach a conclusion before you ever lay eyes on the box (which you've clearly already done). Or you can keep a slightly open mind and wait until you've actually played the game to have an opinion on a specific mechanic.

oh none of us could have possibly played the Demo


Did you?
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Stacey Mason
 
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Post » Wed Sep 14, 2011 9:15 am

I sure hope you don't think people take you seriously.

Why? Because neither your pros or cons, nothing you said, in fact, is proven. Plus, it's flimsy basis is that of an 8 month old video at best.

Just because you aren't cool with it, doesn't mean it will fail. Sweeping generalizations are fast becoming the hallmark of this forum.
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Emma louise Wendelk
 
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Post » Wed Sep 14, 2011 3:24 pm

i read a few reviews from PAX that said when they got there hands on the game the dual wielding was really awkward

Links please. I've read every preview and don't recall that at all.
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Andrew Lang
 
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Post » Wed Sep 14, 2011 4:15 pm

Nonsense!
I'm going to charge this dragon with my duel daggers and no armor then complain when it's not viable.


I'm guessing duel wielding daggers will be one of the highest dps styles in the game.
Daggers already attack the fastest and duel wielding means you attack that much faster. Put a hard hitting enchant on each dagger and you will be a force to be reckoned with.


Edit: its funny. Because now you guys got me thinking about duel wielding... and now i kind of want to make a stealthy duel wielder assassin. I was already having enough trouble deciding what to play without you guys bringing this up. :teehee:
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Add Me
 
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Post » Wed Sep 14, 2011 2:50 pm

You don't need to use the dual wielding.

No, we don't... and justifiably, people don't like that. Back in January, we start hearing about dual-wielding (+ timed blocking... timed blocking was a big one) now being in the game and all these awesome things. Then we find out about finishing moves. Then we find out about horses. Then we find out about improved visual effects. It all sounds wonderful, at the time, but several months down the road, we learn about a few strings attached that, at least for me, either crush or reduce my excitement for certain features. It turns out dual-wielding has no blocking and that hope for a timed blocking mechanic means nothing for about half of the melee playstyles. Then we find out finishing moves are forced and while that wasn't too much of a problem, we later found out they force you into different viewpoints and slow motion, on occasion. Then we find out, and this one really ruined my day, that horses are only ever ridable in third-person... horses... the creatures I was so happy to see return and that were said to be for most of our transportation purposes a few months ago.

It then turned out that those cool new visual effects came at the price of the entire spellmaking system. There are more examples, certainly, but the point is they announce all this great stuff and hype people up (It was just around the time that I started coming to like the idea of myself actually playing a dual-wielding that they announced no blocking/parrying while dual-wielding.)... only to reveal some problematic downsides a few months later after it's already all marinated into our minds as fantastic ideas. Obviously, not everyone agrees, specifically, with what I like... but you bet people are going to be upset and the answer is always to just "not use it"... but that's never good enough. No, we were intent on using these things until Bethesda dropped the bad news on us after we've already had plenty of time to think on and absorb these fun, new things and to just count them off, one by one, as they fall off of our lists of features to like... it's not good enough. Either Bethesda shouldn't deliberately mislead us and hide the bad news until after they make their great announcements or they should live up to the hype they intentionally create.
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Stephanie I
 
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Post » Wed Sep 14, 2011 1:05 pm

From waht Ive seen Ive liked DW but it is quite silly you cant block, I cant think of a good reason why it's like that.
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Claudia Cook
 
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Post » Wed Sep 14, 2011 5:55 pm

Parrying is certainly possible. It just needs one button or button combination. To do that, Bethesda could free up the O/360 equivalent button by tying its function (the map, journal, inventory, etc.) to the start or select menu or they could simply have the dual power-attack occur as a result of only holding down one attack trigger while allowing the parry to be tied to holding down both triggers, instead. If Bethesda wanted to, it's perfectly feasible. I am a console player. I know how these controllers work, I've experienced how other developers have handled it, and I know how certain solutions would work. It is not some console controller limitation... it's just a limitation on Bethesda's technical creativity or perhaps just their lack of care or, in my opinion, grave misunderstanding of how dual-wielding would best work.


Possible, yes, but only if they use Oblivion-style blocking. Which they're not. Plus, it wouldn't actually be very complex at all, but would be more of a crossing-swords-to-block with a small chance to disarm. In other words, it'd svck.

And I never said it was a controller limit. These controllers can do far more than they're utilized for. It's a console limit, as in the gaming console itself.

Consider they had to take out spellmaking for what they've already included and ask yourself what they would've had to remove for parrying.
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glot
 
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Post » Wed Sep 14, 2011 7:38 pm

No, we don't... and justifiably, people don't like that. Back in January, we start hearing about dual-wielding (+ timed blocking... timed blocking was a big one) now being in the game and all these awesome things. Then we find out about finishing moves. Then we find out about horses. Then we find out about improved visual effects. It all sounds wonderful, at the time, but several months down the road, we learn about a few strings attached that, at least for me, either crush or reduce my excitement for certain features. It turns out dual-wielding has no blocking and that hope for a timed blocking mechanic means nothing for about half of the melee playstyles. Then we find out finishing moves are forced and while that wasn't too much of a problem, we later found out they force you into different viewpoints and slow motion, on occasion. Then we find out, and this one really ruined my day, that horses are only ever ridable in third-person... horses... the creatures I was so happy to see return and that were said to be for most of our transportation purposes a few months ago.

It then turned out that those cool new visual effects came at the price of the entire spellmaking system. There are more examples, certainly, but the point is they announce all this great stuff and hype people up (It was just around the time that I started coming to like the idea of myself actually playing a dual-wielding that they announced no blocking/parrying while dual-wielding.)... only to reveal some problematic downsides a few months later after it's already all marinated into our minds as fantastic ideas. Obviously, not everyone agrees, specifically, with what I like... but you bet people are going to be upset and the answer is always to just "not use it"... but that's never good enough. No, we were intent on using these things until Bethesda dropped the bad news on us after we've already had plenty of time to think on and absorb these fun, new things and to just count them off, one by one, as they fall off of our lists of features to like... it's not good enough. Either Bethesda shouldn't deliberately mislead us and hide the bad news until after they make their great announcements or they should live up to the hype they intentionally create.


Sounds like a personal problem to me...

As you pointed out, this all comes down to a matter of preference. For you, third-person view on horses is crushing. For me, it's pretty neat, but not really that important. It's not Bethesda's fault that they're developing the game differently than your imagination is (not that you actually know how any of these things will feel in practice yet, because you haven't played the game).

And I don't recall anyone ever saying that they ditched spellmaking because of visual effects.
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Gaelle Courant
 
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Post » Wed Sep 14, 2011 5:47 pm

Possible, yes, but only if they use Oblivion-style blocking. Which they're not. Plus, it wouldn't actually be very complex at all, but would be more of a crossing-swords-to-block with a small chance to disarm. In other words, it'd svck.

And I never said it was a controller limit. These controllers can do far more than they're utilized for. It's a console limit, as in the gaming console itself.

No, it isn't. I don't know where you get the idea from, but timed parrying with a contextual animation is nothing too great. What, exactly, is it about gaming consoles that limit such a thing?
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мistrєss
 
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Post » Wed Sep 14, 2011 3:55 pm

No, we don't... and justifiably, people don't like that. Back in January, we start hearing about dual-wielding (+ timed blocking... timed blocking was a big one) now being in the game and all these awesome things. Then we find out about finishing moves. Then we find out about horses. Then we find out about improved visual effects. It all sounds wonderful, at the time, but several months down the road, we learn about a few strings attached that, at least for me, either crush or reduce my excitement for certain features. It turns out dual-wielding has no blocking and that hope for a timed blocking mechanic means nothing for about half of the melee playstyles. Then we find out finishing moves are forced and while that wasn't too much of a problem, we later found out they force you into different viewpoints and slow motion, on occasion. Then we find out, and this one really ruined my day, that horses are only ever ridable in third-person... horses... the creatures I was so happy to see return and that were said to be for most of our transportation purposes a few months ago.

It then turned out that those cool new visual effects came at the price of the entire spellmaking system. There are more examples, certainly, but the point is they announce all this great stuff and hype people up (It was just around the time that I started coming to like the idea of myself actually playing a dual-wielding that they announced no blocking/parrying while dual-wielding.)... only to reveal some problematic downsides a few months later after it's already all marinated into our minds as fantastic ideas. Obviously, not everyone agrees, specifically, with what I like... but you bet people are going to be upset and the answer is always to just "not use it"... but that's never good enough. No, we were intent on using these things until Bethesda dropped the bad news on us after we've already had plenty of time to think on and absorb these fun, new things and to just count them off, one by one, as they fall off of our lists of features to like... it's not good enough. Either Bethesda shouldn't deliberately mislead us and hide the bad news until after they make their great announcements or they should live up to the hype they intentionally create.



The problem with this argument is that its arguing in a quantifiable manner, as opposed to a qualitative manner.

It's one thing to be disappointed, it's a whole different concept to be disappointed because X was "traded at the price of Y." Why must people condemn a game by what it has or doesn't have, and not realize that the quality of the game ALWAYS (see: ALWAYS) comes down to how well the game executes what it has. I don't know anyone who's said a game is [censored] because it didn't have enough features. I know plenty of people who've condemned games because the features it did have were terrible.

I understand that in your mind, what you see as a step backwards in the "improvements" or "features" area of the game is what's bothering you. But, what you fail to realise, is that your opinion on whether or not something is a step backwards, or forwards for that matter, has about 4% of worth to it if you haven't experienced it yet.

Wishing for more features and getting pissed when bethesda cuts and makes new ones is pretty 16th century if you ask me. Video games don't succeed by offering you a crapload of really, really bad things to do. They succeed by offering you a reasonable amount of features built around an exemplary concept that is executed in a fulfilling, entertaining way.

Welcome to Skyrim.
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sally coker
 
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Post » Wed Sep 14, 2011 9:32 pm

Why are you even asking us if we like the dual wielding system? Most of us have never even experienced it!!!!!!!!!!!!!!!!!
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Trevi
 
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Post » Wed Sep 14, 2011 11:22 am

No, it isn't. I don't know where you get the idea from, but timed parrying with a contextual animation is nothing too great. What, exactly, is it about gaming consoles that limit such a thing?


Most of the games that use it only allow one playable race or have a much more limited game world than Skyrim. Skyrim has 10 playable races, a massive game world, and a number of things already programmed to use contextual animation in addition to animation that is just going on in the rest of the world. They've probably hit the upper limit of what they can do without DLC.
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Justin Bywater
 
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Post » Wed Sep 14, 2011 10:21 am

Duel wielders can still dodge attacks, right? But I hear you... You should at least have a minimal blocking or parry ability carrying a weapon, but realistically... blocking anything would be much harder carrying two weapons.
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Keeley Stevens
 
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Post » Wed Sep 14, 2011 10:26 pm

You should add a 'I don't care' option, or a 'I couldn't care less.'

My characters will most likely use a bow for most of the 500+ hours of content.
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Trevi
 
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Post » Wed Sep 14, 2011 3:23 pm

Every weapon has it's swing animation. I suspect the swing animation for each hand is independent. That means you can attack twice as often with duel-wield. Of course that also means it looks dumb because no one really duel-wields this way.
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Luna Lovegood
 
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Post » Wed Sep 14, 2011 8:44 pm

About DW being overpowered with blocking...
-Reduce effectiveness of the blocking and make only timed blocking available. Seriously did you see how long Todd was holding up the shield when he was fighting the wolf armored bandit in the new Demo Video? He held it up for like 5 secs at least. That is NOT timed blocking. That is hold down and block stuff blocking lol.
-Here is how the controls could be so consoles can play them.

Alphabetic Button
-A- activate and when held it drags stuff
-B- CROUCH! Make it toggle-able. used to be the Inventory, Journal etc etc button
-X- Sheathe/Unsheathe
-Y- Jump

D-pad
-Up- Nav up on Fav menu
-Right- Hotkey #1
-Down- Nav down on Fav menu
-Left- Hotkey #2

Triggers and bumpers
-RT- Right Hand attacks
-LT- Left Hand attacks(Bash with Shield)
-LB- BLOCK!!! (When a shield is equipped the right hand is ignored) This used to be the sprint button
-RB- Dragon Shouts

anolog Sticks
-LS Move
-L3 SPRINT!!! Makes more sense then holding the bumper. Used to be the crouch button
-RS Look
-R3 Switch between 1st and 3rd person.

Start
-Save/load/quit/etc menu
Select
-Brings up menu
-Can rest/use your journal/access your inventory/etc etc. Just press an extra button to access the rest feature and they can keep their cool menu system as it is.

XBOX button-I do not really feel like I need to explain that one

There. Anyone see any issues with that? Console controller limitations solved.
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sam westover
 
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Post » Wed Sep 14, 2011 10:50 pm

There. Anyone see any issues with that? Console controller limitations solved.


I have a problem: It doesn't address the limitations at all.
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Cathrin Hummel
 
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Post » Wed Sep 14, 2011 3:49 pm

just dont do it then.
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His Bella
 
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Post » Wed Sep 14, 2011 10:26 pm

How about this: wait two months, play the game, equip two one-handed weapons, and fight with them awhile until you can make an accurate conclusion.

Some journalists apparently said that it felt awkward, but that's probably because it's a new fighting style that takes getting used to. One poster here who was at PAX said that not adding blocking was a good idea.
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rheanna bruining
 
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Post » Wed Sep 14, 2011 8:13 am

this may not seem like much now but what dw gives you is the chance to use 2 heavily enchanted weapons which may make it well worth it
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rae.x
 
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