I think I prefer Oblivion's Stamina system.

Post » Mon Jun 11, 2012 9:18 pm

Oblivion's stamina system was more realistic; regular attacks costed Stamina; when your Stamina was low, your attacks did a lot less damage; when you run, your stamina regen goes way down; jumping costed stamina; I could go on and on. Heck, Morrowind's was even more realistic than that, stamina decreased while running.

The one thing I do appreciate about Skyrim's stamina system is the ability to sprint, but I'm disheartened that such a great series has gone to the mindless munchkin noobs of gaming.

Definition of munchkin for those who don't play D&D: http://dungeons.wikia.com/wiki/DnDWiki:Munchkin
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Stace
 
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Post » Mon Jun 11, 2012 2:56 pm

(( Uhh how does the Skyrim system differ in ANY way? You pretty much just outlined that they operate in the exact same way! ))
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Beat freak
 
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Post » Mon Jun 11, 2012 8:27 pm

Regular attacks don't cost Stamina in Skyrim, power attacks cost alot more Stamina, regular attacks do the same damage when stamina is low, jumping doesn't cost stamina in skyrim. It's actually very different.
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Dina Boudreau
 
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Post » Mon Jun 11, 2012 12:52 pm

I see the OP's opinion but I don't know how Skyrim would function with Stamina being the same way that it was in Oblivion. I think it would really gimp you due to the speed of the combat as it's much faster then it was in Oblivion. Unless the enemies got similar penalties I don't think it would work in Skyrim.
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scorpion972
 
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Post » Mon Jun 11, 2012 6:21 pm

Not losing stamina from jumping is an oddity... but not a game breaker.
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Emma Copeland
 
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Post » Mon Jun 11, 2012 2:08 pm

(( Uhh how does the Skyrim system differ in ANY way? You pretty much just outlined that they operate in the exact same way! ))

You accuse me of having not played any other TES titles before and then come out with that?

Regular attacks don't cost Stamina in Skyrim, power attacks cost alot more Stamina, regular attacks do the same damage when stamina is low, jumping doesn't cost stamina in skyrim. It's actually very different.

I though this was rather an obvious difference.
I agree with the OP, I think swinging a dirty big sword would be taxing after a while.
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Steven Nicholson
 
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Post » Tue Jun 12, 2012 2:05 am

Yeah, and it's pretty strange that without magicka you can't cast any spell but without stamina you can swing you weapon as many times as you want.
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Elizabeth Falvey
 
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Post » Mon Jun 11, 2012 7:55 pm

(( You really need to stop following my posts and get off my dike bro. ))

You accuse me of having not played any other TES titles before and then come out with that?

"Ignore" tool is your friend.
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josie treuberg
 
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Post » Mon Jun 11, 2012 2:40 pm

Only thing I wish that would change is that we could sprint faster at higher levels, I get fed up with the normal running speed.

Ususally means that I get everywhere by Whirlwind sprint.
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Elizabeth Falvey
 
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Post » Tue Jun 12, 2012 4:11 am

Deadly Combat fixes some of this. :)

It's amazing how many mods you need to get a hold of all these little fixes.
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FITTAS
 
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Post » Mon Jun 11, 2012 4:58 pm

I wish investing in stamina upon level up would raise your sprinting SPEED also. Thatways theif like characters would be more agile.
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Casey
 
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Post » Mon Jun 11, 2012 11:35 pm

I see you point OP but there are other issues standing in the way. Without the Attribute/Skill system of the two previous games, there is no way to address this. Agility, Endurance and Athletics are gone and so is that entire game mechanic. All you do is add to your stamina reserves at level up.... or don't and instead enchant a bunch of +Stamina, Stamina regen gear.
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Jinx Sykes
 
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Post » Mon Jun 11, 2012 2:05 pm

Might be just me, but playing Oblivion I never cared about my Stamina/fatigue, as I could do anything at 0 fatigue and it never felt like it had any noticeable effect. Being low on fatigue didn't stop me from running, jumping and attacking, and I never much cared for how it affected damage output as combat was just a case of swinging a sword and maybe some dodging of large weapons until I win.

In Skyrim I actually notice the bar because of the sprinting and how much a power attack takes off, and I actually have to worry about having enough Stamina to retreat.

In Morrowind I kind of noticed fatigue but still spent most of the game ignoring it.

Daggerfall was really the only TES game where I actually worried about my fatigue - it could kill me :biggrin:
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vicki kitterman
 
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Post » Mon Jun 11, 2012 11:07 pm

"Ignore" tool is your friend.
Indeed.

A couple of posts have gone to the trash bucket. If you think someone is bothering you, just report it so moderators are aware to watch for it and then place that member on ignore. Never respond to flame them or call them names because that can and will be enough for a warning here.
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Brιonα Renae
 
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Post » Tue Jun 12, 2012 12:37 am

I see you point OP but there are other issues standing in the way. Without the Attribute/Skill system of the two previous games, there is no way to address this. Agility, Endurance and Athletics are gone and so is that entire game mechanic. All you do is add to your stamina reserves at level up.... or don't and instead enchant a bunch of +Stamina, Stamina regen gear.

Yes, because if we can't make a spreadsheet showing where our Stamina comes from, how will we ever know how much we have?

If I could have piled up attributes and set them on fire when Skyrim came out, I would still be dancing around that bonfire today.
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Tanya
 
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Post » Mon Jun 11, 2012 7:30 pm

Oblivion's stamina system was more realistic; regular attacks costed Stamina; when your Stamina was low, your attacks did a lot less damage; when you run, your stamina regen goes way down; jumping costed stamina; I could go on and on. Heck, Morrowind's was even more realistic than that, stamina decreased while running.

The one thing I do appreciate about Skyrim's stamina system is the ability to sprint, but I'm disheartened that such a great series has gone to the mindless munchkin noobs of gaming.

Definition of munchkin for those who don't play D&D: http://dungeons.wikia.com/wiki/DnDWiki:Munchkin

I thought you were talking about the Munchkin board game... oh i understand why its called munchkin now.... huhuuhuhuuhuh
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Batricia Alele
 
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Post » Mon Jun 11, 2012 6:48 pm

Skyrim's whole character development system is terrible compared to previous games, and the way stamina is handled is no exception.
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no_excuse
 
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Post » Tue Jun 12, 2012 2:51 am

have to agree this is just another very easy checkmark in the list for everyone who sees the "dumbing down" and cutting/not advancing/regression, of skyrim.

stamina is now a simple and mundane feature of the game that takes very little thought to manage.
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Melanie Steinberg
 
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Post » Tue Jun 12, 2012 2:09 am

Yes, because if we can't make a spreadsheet showing where our Stamina comes from, how will we ever know how much we have?

If I could have piled up attributes and set them on fire when Skyrim came out, I would still be dancing around that bonfire today.
Okay, so I vote that all Call of Duty style games from now on will feature only three weapons. One grenade type, one pistol, and one submachine gun. No more scopes, no more sniper weapons, no more heavy MG's, and no more knives. You see how stupid that sounds?
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W E I R D
 
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Post » Mon Jun 11, 2012 4:51 pm

have to agree this is just another very easy checkmark in the list for everyone who sees the "dumbing down" and cutting/not advancing/regression, of skyrim.

stamina is now a simple and mundane feature of the game that takes very little thought to manage.

Yeah! I fondly remember the days when I would shout, "Check that management out, svcka!" when I was engaged in fearsome battle. Oh, how I yearn for those days when I would have multiple Excel spreadsheets minimized for every potential encounter. Ah yes, the days when games weren't about fun, just basic, tedious math.
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Lifee Mccaslin
 
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Post » Mon Jun 11, 2012 3:18 pm

Yeah! I fondly remember the days when I would shout, "Check that management out, svcka!" when I was engaged in fearsome battle. Oh, how I yearn for those days when I would have multiple Excel spreadsheets minimized for every potential encounter. Ah yes, the days when games weren't about fun, just basic, tedious math.

That sounds surprisingly fun to do.... to bad i can solve every single thing math related to skyrim with a pen and 3x3 not card...
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Toby Green
 
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Post » Mon Jun 11, 2012 10:53 pm

Yeah! I fondly remember the days when I would shout, "Check that management out, svcka!" when I was engaged in fearsome battle. Oh, how I yearn for those days when I would have multiple Excel spreadsheets minimized for every potential encounter. Ah yes, the days when games weren't about fun, just basic, tedious math.
You didn't have to do any character management and people who did missed the best part of the game. Go forth and play. Let your character develop. Make a few mistakes when leveling up... you'll end up with a build that is unique to you and your playstyle. There's no chance to be unique in Skyrim beyond misallocating your perk points.
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Kill Bill
 
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Post » Tue Jun 12, 2012 1:46 am

You didn't have to do any character management and people who did missed the best part of the game. Go forth and play. Let your character develop. Make a few mistakes when leveling up... you'll end up with a build that is unique to you and your playstyle. There's no chance to be unique in Skyrim beyond misallocating your perk points.

I've created multiple character builds in Skyrim that were as unique (and tons more practical, given the new mechanics) as any character I made in Morrowind or Oblivion. The only difference is that I don't get a nametag.

And I'm not sure if you remember Oblivion, but you don't get to make "a few mistakes leveling up." If you did, you'd end up unable to play past a certain level.
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Kat Ives
 
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Post » Tue Jun 12, 2012 12:57 am

Maybe they tried it out and it just didn't work. Run to close down distance with archer, use rest of stamina on killing archers with normal attacks, none left for any character against the bandit chief, when you really need those bashes and power attacks. Well, it's a possibility.
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Helen Quill
 
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Post » Mon Jun 11, 2012 4:36 pm

Yeah! I fondly remember the days when I would shout, "Check that management out, svcka!" when I was engaged in fearsome battle. Oh, how I yearn for those days when I would have multiple Excel spreadsheets minimized for every potential encounter. Ah yes, the days when games weren't about fun, just basic, tedious math.
Do you realise how dumb comments like that make you sound? :confused: If you really think a simple Attribute / Skill system, standard of most RPGs, is a tedious "spreadsheet" of information, then perhaps you should stick to playing action-adventure games instead.
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Felix Walde
 
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