wtf no finishing moves 4 bows or magic!

Post » Sat Dec 17, 2011 12:59 am

I don't really think it would work.
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Nicole Coucopoulos
 
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Post » Fri Dec 16, 2011 3:45 pm

It wouldn't work. Finishing moves are for dullards who believe things like achievements mean anything.
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Stace
 
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Post » Fri Dec 16, 2011 2:06 pm

I see no need for finishing moves for bows. Besides, with the Steady Hand (slow motion zoom) perk you can pretty much make your own. That's "cool" enough for me.

Imagination, people. Imagination.
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Heather Dawson
 
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Post » Fri Dec 16, 2011 4:45 pm

Posted Today, 10:06 AM


Did you ever see finishing moves or cut scene kills in Fallout 3 for shots fired outside of VATS?


Again what does that have to do with programming a simple subroutine to call upon the RNG, for pete's sake that is one of the most common things done for any game. programming the code to allow cut scenes is NOT dependent on having a "% chance to hit" and typically the greater effort is the artwork and animation as opposed to the actual lines of code, VAT or not.

/s on
OMG by your logic and some others it is amazing anything else exists in the game, I mean obviously unless you have a "% chance to hit" routine how can any other code possibly work? SERIOUSLY?
/s off
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Laura Wilson
 
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Post » Fri Dec 16, 2011 9:55 pm

I don't know about a finisher per say, but I would like to see the spell effect last on the corpse just a little longer. I think it would feel much more satisfying after a long battle to look around and see a dozen corpses still burning.

haha this! :thumbsup:
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Stat Wrecker
 
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Post » Fri Dec 16, 2011 5:51 pm

Corpses should occasionally twitch. That's all the finishing moves I need :)
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Irmacuba
 
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Post » Fri Dec 16, 2011 6:08 pm

There are for hand to hand but you dont get the camera effect, so they dont look as good and are kinda hard to see. But yeah, magic and bow finishers needed.

Really? I think they are the best finishers in the game. They are so brutal and hilarious!
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patricia kris
 
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Post » Sat Dec 17, 2011 12:56 am

Finishing moves look cool, but interrupt combat. They're not always functional. When you're surrounded by 4 enemies and are desperately trying to survive you get a finishing move to disorient you that might even result in you dying. I did like the finishers in Fallout, but it slows down the game and interrupts combat so I can go without the Bow ones and the magic ones. There should be an option to turn it off.
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Alycia Leann grace
 
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Post » Sat Dec 17, 2011 1:31 am

Yeah I mean its not like it never been done before, wait what?

Fallout 3 already has ranged finishers. Not having them in Skyrim is illogical.

As for magic, who wouldnt want to see a small vid of an enemy turning in to a pile of dust from getting roasted alive with a dual cast fireball, or exploding in to a fine dust cloud from chain lightning or freezing and shattering from frost storm.


For magic that does happen, there is a perk for that. Lightning turns enemies to dust, fire sets them aflame and they start running away screaming their head off, frost freezes/paralyzes them. Look at the destruction perk tree.
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Rachel Hall
 
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Post » Fri Dec 16, 2011 3:24 pm

The above comment is beyond stupid. "% chance to hit" somehow makes finishing moves possible in programming? Really does any thinking person reason like this? "% chance to hit" does not have some magical property that somehow only a "% chance to hit" can now allow new code to include a cut scene, get real.

Finishing scene for arrows and magic are easy, the fact that those hits are collision based in no way impairs the ability to have a finishing move, to believe otherwise is to show how completely fuggen ignorant you are about programming.

One solution would be to call upon the RNG in the game with a simple subroutine against a set of defined percentages and selected casting parameters like type of spell for magic, or distance verses amount of damage for an arrow shot, then when the random percentage is meet and the other parameters achieved viola routine switches to predetermined video cut-scene just like in melee.

That is just a high level functional description but it gets the point across. The real issue was probably how much more effort was Bethesda willing to put into making the varied cut-scenes, that was more likely a bigger project than the code to allow it. There would have had to been a great deal more custom animation / artwork to support cut-scenes for arrows and magic.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Hannah Barnard
 
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Post » Fri Dec 16, 2011 11:54 pm

Again what does that have to do with programming a simple subroutine to call upon the RNG, for pete's sake that is one of the most common things done for any game. programming the code to allow cut scenes is NOT dependent on having a "% chance to hit" and typically the greater effort is the artwork and animation as opposed to the actual lines of code, VAT or not.

/s on
OMG by your logic and some others it is amazing anything else exists in the game, I mean obviously unless you have a "% chance to hit" routine how can any other code possibly work? SERIOUSLY?
/s off


Because with a VATS system the game knew if you hit the target before your shot was even fired, based on percentage calculations. The only way we would get something similar here is if it was a replay camera showing the shot after it already made contact with the model, because the game doesn't know if the arrow you are about to fire will hit your target or not*. Whether or not the game knows that a projectile will hit a target before it actually makes contact is the biggest issue with having a finishing move tied to a ranged attack before the attack is even fired.

* One caveat, there are times when a projective (be it arrow or spell) would normally hit a target, but at the last second the target slides 5 feet in a random direction to magically dodge said projectile. It could be argued that the game may know that a projectile will hit an enemy as shortly before making contact, giving enough time to trigger a finishing move cut scene.

The second issue would be in making sure that the game still uses hit locations, since right now there is no difference in damage based on a head shot or a leg shot. Using a fatality camera on a shot to the leg would be pretty lame. ;)
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ladyflames
 
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Post » Sat Dec 17, 2011 12:26 am

I dunno, I hit a cave bear with a bow shot and it went flying down the hill...I never found the body...that must have been some arrow!
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..xX Vin Xx..
 
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Post » Fri Dec 16, 2011 12:45 pm



The second issue would be in making sure that the game still uses hit locations, since right now there is no difference in damage based on a head shot or a leg shot. Using a fatality camera on a shot to the leg would be pretty lame. ;)


Not if they scream "MY KNEE!" or "NOT GAURD DUTY!" when you hit them in the knee. That would be frikin hilarious.
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jodie
 
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Post » Fri Dec 16, 2011 5:21 pm

Because with a VATS system the game knew if you hit the target before your shot was even fired, based on percentage calculations. The only way we would get something similar here is if it was a replay camera showing the shot after it already made contact with the model, because the game doesn't know if the arrow you are about to fire will hit your target or not*. Whether or not the game knows that a projectile will hit a target before it actually makes contact is the biggest issue with having a finishing move tied to a ranged attack before the attack is even fired.

* One caveat, there are times when a projective (be it arrow or spell) would normally hit a target, but at the last second the target slides 5 feet in a random direction to magically dodge said projectile. It could be argued that the game may know that a projectile will hit an enemy as shortly before making contact, giving enough time to trigger a finishing move cut scene.

The second issue would be in making sure that the game still uses hit locations, since right now there is no difference in damage based on a head shot or a leg shot. Using a fatality camera on a shot to the leg would be pretty lame. ;)
Trust me, from the moment you fire your arrow the game "knows" if it will hit or not. Or do you think the game hits the "randomize and close your eyes" function? Everything in the game is completely under the control of the code. Finishers will be possible without changing the combat code.

In fact, I think that in Fallout there is a % chance on each hit that it will trigger a finisher regardless if the actual calculation of the shot would have hit it's target. That would actually be the easiest way to implement it as well.
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Nicholas C
 
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Post » Fri Dec 16, 2011 2:49 pm

There is plenty of funny things that can happen when you kill someone with a spell, its just not in slomo. Bows...well, not so much.
It would have been nice though if there were some for Magic or Bows in "Boss" Fights.
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Jordan Fletcher
 
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Post » Sat Dec 17, 2011 12:18 am

What more are you suppose to do with magic or a bow? You hit them with the arrow/spell... and? you're going to do what? it's not practical to give finisher moves to bows or magic, given that both can miss at the final second it is also not practical to use VAT styled cut-scenes either. VATs worked because the accuracy was decided by a % change to hit rather then a collision based hit like skyrim uses.


As someone said, you can perk into the spell finishers. so those do exist.

And with a bow... the game can pre-calculate whether a shot is a kill shot or not when you release the trigger. If it is the kill shot on the last guy... it could slow-mo chase cam the arrow.

THAT woulda been BAD-A yaddaImean?

And also... the same effect could have been done with spell finishers.... The game could tell if it's the last killing blow of a fight and do some special camera + slo-mo work.

But it doesn't.....

Maybe a modder will do something for it with the CK... but that leaves us consolers still in the cold :( Thinkin of gettin a PC version actually to take advantage of all the free mods that will be out there :) But my PC svcks so not even sure it would run well :(

I need a new box... I wanna play BF3 on PC too cause I just gotta try 64player CQ. Sometime next year..... sometime.... :foodndrink:
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Leanne Molloy
 
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Post » Fri Dec 16, 2011 3:54 pm

Because with a VATS system the game knew if you hit the target before your shot was even fired, based on percentage calculations. The only way we would get something similar here is if it was a replay camera showing the shot after it already made contact with the model, because the game doesn't know if the arrow you are about to fire will hit your target or not*. Whether or not the game knows that a projectile will hit a target before it actually makes contact is the biggest issue with having a finishing move tied to a ranged attack before the attack is even fired.

* One caveat, there are times when a projective (be it arrow or spell) would normally hit a target, but at the last second the target slides 5 feet in a random direction to magically dodge said projectile. It could be argued that the game may know that a projectile will hit an enemy as shortly before making contact, giving enough time to trigger a finishing move cut scene.

The second issue would be in making sure that the game still uses hit locations, since right now there is no difference in damage based on a head shot or a leg shot. Using a fatality camera on a shot to the leg would be pretty lame. ;)


Because with a VATS system the game knew if you hit the target before your killing blow was even swung, based on percentage calculations. The only way we would get something similar here is if it was a replay camera showing the killing swing after it already made contact with the model, because the game doesn't know if the killing blow you are about to strike with will kill your target or not. blah blah blah

As you see total B.S. A killing event is a killing event. The game knows a killing event at the time of kill not somehow prescient before the actual kill, it doesn't matter if it is collision based or not. The game still needs to check against how much damage character has left to what the attack (a random value until completed) will achieve. This in no way impacts a programmer's ability to subroutine a video sequence for a finishing move, it only requires a different subroutine. Timing is not an issue, even for melee you get a cut-scene, not a seamless action, this is because AFTER a death determination it switches to a cut scene. Same can occur for a collision based event.

Now if finishing moves were seamless actions that occurred as part of combat, things would be a bit more difficult. Still the coding would be possible and hardly herculean in nature.
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Rowena
 
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Post » Fri Dec 16, 2011 11:02 am

I'm glad I'm not forced into sloppy, bad camera angled, cut scene finishing moves when I'm in combat. (as an archer)

the little bit I leveled up 1 handed, I was lolling, the getting mad. Slicing a mobs throat with the wrong edge of a dagger...Having the camera go wonky and not even seeing the forced animations. Disgusting. I would be ashamed of them to be honest.
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c.o.s.m.o
 
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Post » Fri Dec 16, 2011 12:01 pm

I'm glad I'm not forced into sloppy, bad camera angled, cut scene finishing moves when I'm in combat. (as an archer)

the little bit I leveled up 1 handed, I was lolling, the getting mad. Slicing a mobs throat with the wrong edge of a dagger...Having the camera go wonky and not even seeing the forced animations. Disgusting. I would be ashamed of them to be honest.


You wouldn't be forced into odd camera angles IN combat... but at the END of combat.

Finisher moves are ONLY on the last enemy.

There is beheading which is another type of finisher... but like the mage finishers (which actually never do it), it doesn't do the whole slo-mo special camera work mid combat like it does when it's the last enemy.
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Wane Peters
 
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Post » Fri Dec 16, 2011 8:07 pm

Because with a VATS system the game knew if you hit the target before your killing blow was even swung, based on percentage calculations. The only way we would get something similar here is if it was a replay camera showing the killing swing after it already made contact with the model, because the game doesn't know if the killing blow you are about to strike with will kill your target or not. blah blah blah

As you see total B.S. A killing event is a killing event. The game knows a killing event at the time of kill not somehow prescient before the actual kill, it doesn't matter if it is collision based or not. The game still needs to check against how much damage character has left to what the attack (a random value until completed) will achieve. This in no way impacts a programmer's ability to subroutine a video sequence for a finishing move, it only requires a different subroutine. Timing is not an issue, even for melee you get a cut-scene, not a seamless action, this is because AFTER a death determination it switches to a cut scene. Same can occur for a collision based event.

Now if finishing moves were seamless actions that occurred as part of combat, things would be a bit more difficult. Still the coding would be possible and hardly herculean in nature.
Not more difficult. Seriously all that needs to be done is:

1. can your arrow hit its target?
2. is maximum damage enough to kill the enemy?
3. randomize finisher -> execute video.

This has nothing to do with the fact if a randomizer would allow you to actually hit the target so you can execute the finisher before the actual arrow leaves the bow. If the enemy is in your cross hair and you have line of sight when you release the button the game has enough info to trigger an event.
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Devin Sluis
 
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Post » Sat Dec 17, 2011 2:14 am

What more are you suppose to do with magic or a bow? You hit them with the arrow/spell... and? you're going to do what? it's not practical to give finisher moves to bows or magic, given that both can miss at the final second it is also not practical to use VAT styled cut-scenes either. VATs worked because the accuracy was decided by a % change to hit rather then a collision based hit like skyrim uses.


Oh, please! Of course it's practical, especially for magic! Fallout 3 energy weapons had the same type of effects, especially with the EVE mod. The exact same effects or ones very similar could be used for magic. It's just another form of energy, after all, just as Farengar states in the game.

Maybe they'll add it with DLC... they sure should, at least.
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Tracy Byworth
 
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Post » Fri Dec 16, 2011 10:07 am

Not more difficult. Seriously all that needs to be done is:

1. can your arrow hit its target?
2. is maximum damage enough to kill the enemy?
3. randomize finisher -> execute video.

This has nothing to do with the fact if a randomizer would allow you to actually hit the target so you can execute the finisher before the actual arrow leaves the bow. If the enemy is in your cross hair and you have line of sight when you release the button the game has enough info to trigger an event.


I think you missed my point. I totally agree with you that it is not difficult. Heck I don't even care if the game had cut scenes. I just get annoyed that so many people seem to think it would be this huge amazing feat of intellectual jujitsu programming or some "Gordian Knot" thing to unravel. They are just spewing nonsense.
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Liii BLATES
 
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Post » Fri Dec 16, 2011 10:21 am

Oh, please! Of course it's practical, especially for magic! Fallout 3 energy weapons had the same type of effects, especially with the EVE mod. The exact same effects or ones very similar could be used for magic. It's just another form of energy, after all, just as Farengar states in the game.

Maybe they'll add it with DLC... they sure should, at least.
If they did you should get the option to turn them off completely. I would.

I think you missed my point. I totally agree with you that it is not difficult. Heck I don't even care if the game had cut scenes. I just get annoyed that so many people seem to think it would be this huge amazing feat of intellectual jujitsu programming or some "Gordian Knot" thing to unravel. They are just spewing nonsense.
Yeah you're right. Many people seem to think that programming is something only Gods can do so changing things in a game is difficult by default or something.
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Toby Green
 
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Post » Fri Dec 16, 2011 11:26 pm

You wouldn't be forced into odd camera angles IN combat... but at the END of combat.

Finisher moves are ONLY on the last enemy.

There is beheading which is another type of finisher... but like the mage finishers (which actually never do it), it doesn't do the whole slo-mo special camera work mid combat like it does when it's the last enemy.

I'm going to be blunt. The little I have had to put up with were garbage, and forced at that. Give me an option to disable them. On the PC version, I've had them start, while getting slapped by other mobs, that were still alive, and engaged in combat with me. It halts combat, goes into the cut-scene. I can still hear my character taking hits. The forced cut-scene just halts damage taken, until it throws you back "in-game". Amateur hour, right there.
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Samantha Mitchell
 
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Post » Fri Dec 16, 2011 10:30 pm

Yeah I mean its not like it never been done before, wait what?

Fallout 3 already has ranged finishers. Not having them in Skyrim is illogical.

As for magic, who wouldnt want to see a small vid of an enemy turning in to a pile of dust from getting roasted alive with a dual cast fireball, or exploding in to a fine dust cloud from chain lightning or freezing and shattering from frost storm.


Hmm a bow or magic finisher wouldn't make any sense in my opinion. They hit the target and what happens? Nothing, the enemy falls on the ground....how......interesting....
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Kay O'Hara
 
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