Archery post 1.5

Post » Wed Jun 13, 2012 5:42 am

As an aside, I love the "toggle" response to everything.

With a fixed budget, nothing is going to get past the cost-benefit anolysis that would then just be thrown out by the addition of an on/off toggle.
With limited resources, you only include things that you've decided are worth everyone having. The killcams are one of them.

On this forum, many folks clamour for the addition of this or that aspect that is very near and dear to them... and when someone comes along and points out that not everyone would want this, the original requester says "make a toggle to turn it off!".
It makes me think that some folks don't get how a business works, and that although you'd like to have everything under the sun included and toggles galore, that is just not realistic. You have a budget, you have a deadline, and you try to make the best game that the most amount of people will like. To include toggles for stuff is to waste time making the toggles where you could be making other things that in your opinion everyone will enjoy.
Please, please, please tell me you're joking. Did any other elder scrolls have killcams? That's right no. We are not requesting a toggle for everything. We just want the ability to toggle killcams. It would take the best of 5 minutes. There are mods for it so why can't the developers make one? Consoles can't get mods. They even used the same fallout engine for skyrim. A toggle would be easy. What time would it waste? The making of more gimmicky wwe takedowns?
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RUby DIaz
 
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Post » Tue Jun 12, 2012 10:26 pm

^^^^^
Oh man. Posts like this are like fingernails on a chalkboard.

and, it's just plain WRONG.
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Manuela Ribeiro Pereira
 
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Post » Tue Jun 12, 2012 10:41 pm

Is anyone else having issues with archery after 1.5?

- Finishing shots seem to trigger randomly, not only when the enemy dies,but also more often than not when you have missed the target, meaning you end up with a slo-mo of the enemy (still alive) charging you, and you are unable to retaliate until the cut-scene finishes.

- Any enchantments on the bow seem to randomly trigger when the arrow looses, rather than when it hits the target, meaning that as soon as you fire, your target is paralised (for instance) even though the arrow misses them, since they immediately fell to the ground.

-Aiming seems to be skewed, in that after 1.5, the target doesnt seem to represent the sweet aiming spot like it used to - i seem to miss one in two shots now, where i never did before, especially when aiming at a moving target.

Man, I hope its not just me!

Found this, too. Checking to see if it's in the "to be fixed" section. :P
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Tikarma Vodicka-McPherson
 
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Post » Wed Jun 13, 2012 1:17 am

I think it bases whether the finishing move should trigger on if your aim is on the enemy and the shot could kill them. I've had it trigger when I should of missed the enemy(aimed at them and they moved at the last second), but the scene started and made the arrow hit. I've had others where I fired and something got in the way(swinging traps for instance) and knocked the arrow away but I got to watch a kill cam of the arrow bouncing. Had another where I am aiming at a moving enemy who had another enemy right behind him. I led the target a little. The way they were arranged leading the first guy meant aiming at the second bandit. Shot 'should' have hit first bandit. Kill cam triggers for the second guy, and because they were so close ends up hitting the first guy... who doesn't die because he was a higher level bandit than the second one. Had the exact same thing happen when shooting arrows at two mudcrabs, big one in front, little on in back. Kill cam triggered thinking it was the little one who would get hit, but it hit the big one... because of his hump, and being level 6 with a longbow this only hurts the big crab. Luckily they were just crabs and I walked away to shoot again.

Yes kill cam can be irritating. It should ONLY trigger on the last enemy, and only when they are going to die. But it does not. Triggering when there are still enemies left is what irritates me. Luckily it doesn't happen very often, and hasn't caused me major problems... ie I survived the above encounters.
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Nicholas C
 
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Post » Wed Jun 13, 2012 5:36 am

A wild horse was galloping full speed towards me, so I shot it in the face with my bow, I got a killcam, horse front flipped as he went past my character, best moment ever.
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Lynne Hinton
 
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Post » Wed Jun 13, 2012 5:58 am

i'm loving these arrow killkams.

and, i have yet to experience the frozen bug or a killkam initiated on a non-kill.

underwater is nice, too. except, that now the water exploit is gone, lol. that was like a part of tes, man.
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adame
 
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Post » Tue Jun 12, 2012 10:08 pm

As for the damage increase you noted, I have noticed it as well. But I also happened to notice that your listed bow damage changes a great deal, depending on which type of arrows you are using. If you are using steel arrows (+10 damage), your bow will have a 'normal' damage listed. But as you start equipping arrows with higher damage ratings, you will start to see huge jump in your bow's listed damage. Try swapping from steel arrows to daedric arrows (+24 damage), and you'll see what I mean. I don't remember arrows having that huge of an effect on bow output, before 1.5.

You're correct about this. I looked at 3 different types of arrows and here's the increase:

My archer has a daedric bow, no enchants, that does 41 base damage without arrows selected.

Damage with iron arrows (8 damage) selected: 59 (+18)
Damage with steel arrows (10 damage) selected: 63 (+22)
Damage with daedric arrows (24 damage) selected: 94 (+53)

The (+ xx) number is the difference between the base damage, 41, and the arrow damage added. I can't help but think there's something wrong here - these numbers seem to be way too high. I.e., the deadric arrow - 24 damage - should be added to the 41 base damage the bow does, and should be 65 total. I don't understand where the 53 comes from. Like I said, no enchants, no skills, no perks assigned to her - she's a permanent level one.



E
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J.P loves
 
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Post » Tue Jun 12, 2012 8:54 pm

I've experienced one miss when the killcam triggered ( the target moved behind a rock. it was actually kind of cool) but that's it and I've got a init edit that makes them pretty much trigger much more often so I've had dozens of instances. I'm happy with the results
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Lory Da Costa
 
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Post » Tue Jun 12, 2012 9:58 pm

You're correct about this. I looked at 3 different types of arrows and here's the increase:

My archer has a daedric bow, no enchants, that does 41 base damage without arrows selected.

Damage with iron arrows (8 damage) selected: 59 (+18)
Damage with steel arrows (10 damage) selected: 63 (+22)
Damage with daedric arrows (24 damage) selected: 94 (+53)

The (+ xx) number is the difference between the base damage, 41, and the arrow damage added. I can't help but think there's something wrong here - these numbers seem to be way too high. I.e., the deadric arrow - 24 damage - should be added to the 41 base damage the bow does, and should be 65 total. I don't understand where the 53 comes from. Like I said, no enchants, no skills, no perks assigned to her - she's a permanent level one.
This is what I'm experiencing as well, done a quick test on some guards and it seems the damage values shown are real (some were claiming they were just listed differently but functioned the same as pre patch 1.5), with dwarven arrows my bows damage increases to much higher levels than with iron arrows.

Not sure if the bows damage changing relative to the arrows was intentional (surely they would have listed it in the patch notes?), but it's made archery much stronger.

This is what I've found with my elven bow, 29 damage with no arrows.
-with iron arrows (+8) the overall damage is 54, so the bow deals 46 damage, the difference in bow damage is +17.
-with steel arrows (+10) the overall damage is 61, so the bow deals 51 damage, the difference in bow damage is +22.
-with dwarven arrows (+14), the overall damage is 73, so the bow deals 59 damage, the difference in bow damage is +30.
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Manuel rivera
 
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Post » Tue Jun 12, 2012 11:25 pm

This is what I'm experiencing as well, done a quick test on some guards and it seems the damage values shown are real (some were claiming they were just listed differently but functioned the same as pre patch 1.5), with dwarven arrows my bows damage increases to much higher levels than with iron arrows.

Not sure if the bows damage changing relative to the arrows was intentional (surely they would have listed it in the patch notes?), but it's made archery much stronger.

I thought it was being displayed twice? For example: iron arrow- 8 damage before 1.5, now iron arrow- 16 damage after 1.5 but they are still only doing 8 damage. I have not really noticed a difference in the amount of damage that my bow is doing before patch 1.5, and I solved the paralyze issue by not picking that perk in the archery tree, paralyze potions don't seem to be effected by the bug.
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rolanda h
 
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Post » Wed Jun 13, 2012 5:38 am

I thought it was being displayed twice? For example: iron arrow- 8 damage before 1.5, now iron arrow- 16 damage after 1.5 but they are still only doing 8 damage. I have not really noticed a difference in the amount of damage that my bow is doing before patch 1.5, and I solved the paralyze issue by not picking that perk in the archery tree, paralyze potions don't seem to be effected by the bug.
It's my bows damage that's increasing, the arrow damage is the same. Check the edit to my above post, that's what I'm experiencing.

Can anyone on pc test this out properly? I only have 3 types of arrows at the moment as my character is new.
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carrie roche
 
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Post » Wed Jun 13, 2012 11:30 am

It's my bows damage that's increasing, the arrow damage is the same. Check the edit to my above post, that's what I'm experiencing.

:blink: holy crap batman your right, even if you subtract 16( 8 damage x 2 ) you are still left with your bow doing 38 which is still 9 points of damage over what it was doing without arrows to begin with. Wounder whats on the go here now?
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Tanya
 
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Post » Wed Jun 13, 2012 2:49 am

i've updated half hour ago and I'm in love with the Archery finishing animations.
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Annick Charron
 
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Post » Tue Jun 12, 2012 11:13 pm

Quick question, are the archery killcams just like the ones in Fallout where it follows the arrow for 2 seconds and then just fast forwards into the body? That was kind of cheap. If I pull a kill 15000 meters away, I deserve to watch the arrow fly all 15000 freakin meters!
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Chenae Butler
 
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Post » Wed Jun 13, 2012 5:02 am

Quick question, are the archery killcams just like the ones in Fallout where it follows the arrow for 2 seconds and then just fast forwards into the body? That was kind of cheap. If I pull a kill 15000 meters away, I deserve to watch the arrow fly all 15000 freakin meters!

You get to watch all the goodness from start-finish :banana: there are different kill cams for archery though, don't know how many though I have only seen two different cams as of yet.
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James Potter
 
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Post » Wed Jun 13, 2012 1:59 am

Quick question, are the archery killcams just like the ones in Fallout where it follows the arrow for 2 seconds and then just fast forwards into the body? That was kind of cheap. If I pull a kill 15000 meters away, I deserve to watch the arrow fly all 15000 freakin meters!

Nah, it's the quick and cheap kind. After seeing it a number of times, I'm not all that thrilled with the implementation. For one, they do occasionally mess you up and lock you into an animation even if you missed... and even if it is a legit kill animation, it is pretty underwhelming. Like you say, a second or two of you shooting and the arrow heading out, then quick-break directly to the arrow striking the victim, often from a rather poor and visually-lacking angle, and that only lasts for a split second then it's over. You get little of the same goodness that the better melee kill animations contain, and most of the time you get left with a feeling of "well, that pretty much svcked, couldn't they have done it better than that?" On a scale of 1 to 10, i rate the better melee kill cams up to an 8 sometimes- but the best archery killcam I've seen, I'd barely give a 5. Magic killcams... heh, don't even get me started. Major pointless svckage.
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Susan
 
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Post » Tue Jun 12, 2012 8:59 pm

I don't mind the Archery kill-cams, though sometimes the angle is disorientating, and earlier I did get the kill-cam on a miss, but I was only hunting an Elk, so no matter.

It's the damage level I can't quite get my head round. I often go to select my Bow, see it's Damage level shown as around 67 or something, then as soon as I select it the Damage jumps up to about 140. (I do wear a lot of Apparel of Archery, so I expect it to be that high, but why does it show as 67 until I select it is the question.)
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Michael Korkia
 
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Post » Wed Jun 13, 2012 3:38 am

I don't mind the Archery kill-cams, though sometimes the angle is disorientating, and earlier I did get the kill-cam on a miss, but I was only hunting an Elk, so no matter.

It's the damage level I can't quite get my head round. I often go to select my Bow, see it's Damage level shown as around 67 or something, then as soon as I select it the Damage jumps up to about 140. (I do wear a lot of Apparel of Archery, so I expect it to be that high, but why does it show as 67 until I select it is the question.)
The enchantments affect it before you click on it, the jump in damage is the arrow bug that's been introduced in 1.5, the bow increases in damage depending on how strong the arrow you use.
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Christine Pane
 
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Post » Wed Jun 13, 2012 12:49 am

The enchantments affect it before you click on it, the jump in damage is the arrow bug that's been introduced in 1.5, the bow increases in damage depending on how strong the arrow you use.

which is why I'm glad I only ever use steal arrows, other wise I would have to craft another bow to counter the jump in power so as to not become to op ( not that archery isn't already op)
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Sun of Sammy
 
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Post » Wed Jun 13, 2012 10:11 am

which is why I'm glad I only ever use steal arrows, other wise I would have to craft another bow to counter the jump in power so as to not become to op ( not that archery isn't already op)
Well I don't think it was before, destruction always outclassed it in a non-sneak situation. Now I imagine with ebony/daedric arrows bows will do stupid amounts of damage.
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Javaun Thompson
 
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Post » Tue Jun 12, 2012 7:39 pm

Well I don't think it was before, destruction always outclassed it in a non-sneak situation. Now I imagine with ebony/daedric arrows bows will do stupid amounts of damage.

They do.
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Tracy Byworth
 
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Post » Wed Jun 13, 2012 3:58 am

They do.
We will have to wait weeks/months for a patch as well, pain in the ass.
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Kayla Bee
 
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Post » Wed Jun 13, 2012 11:01 am

We will have to wait weeks/months for a patch as well, pain in the ass.

Or, hours, if a modder with the know-how picks up on this little "bug".

Still on the fence if it is a bug or not though.
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Phoenix Draven
 
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Post » Wed Jun 13, 2012 2:43 am

As an aside, I love the "toggle" response to everything.

With a fixed budget, nothing is going to get past the cost-benefit anolysis that would then just be thrown out by the addition of an on/off toggle.
With limited resources, you only include things that you've decided are worth everyone having. The killcams are one of them.

On this forum, many folks clamour for the addition of this or that aspect that is very near and dear to them... and when someone comes along and points out that not everyone would want this, the original requester says "make a toggle to turn it off!".
It makes me think that some folks don't get how a business works, and that although you'd like to have everything under the sun included and toggles galore, that is just not realistic. You have a budget, you have a deadline, and you try to make the best game that the most amount of people will like. To include toggles for stuff is to waste time making the toggles where you could be making other things that in your opinion everyone will enjoy.

I think most of us understand business. You sell a product, which turns out to be a huge success, even though it has many problems, but people still buy it because they like the product and trust the company that produces it.

Six months later, after selling around 10 million copies (don't know if the source is reliable), and the company made somewhere in the neighborhood of a half Billion dollars, give or take a few million either way, I don't see the problem of adding a few things here and there to keep the buyers happy, and waiting for the next game release.

E
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Amanda Furtado
 
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Post » Tue Jun 12, 2012 10:12 pm

Frankly, from a realism standpoint, I'm glad you can't swing maces or shoot bows while submerged underwater- because that kind of activity is not possible underwater. No NPC's should be able to either, of course. Things that bite or use claws, however, should still be able to do so underwater. Some limited thrusting of pointy weapons is doable while underwater, but that would mean swords are the only viable underwater weapons, and they would do nowhere near the damage they could do while swung on dry land.
The problem with talking about realism is that in real life you would drown everytime you tried to swim in heavy armour.
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Maria Garcia
 
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