Bad Gameplay Mechanic

Post » Fri Jun 08, 2012 11:25 pm

The animation only triggers if the attack was going to do enough damage to kill you.
If being the key word. It completely ignores if you are or were going to block or dodge as the damage is determined when the enemy wants to attack, as opposed to when the attack connects. I can't count the number of times I, as a mage, purposely kept my distance from melee enemies, only to have a finisher execute and kill me when I'm at or near full health on the edge of their attack range. The only attack that could possibly take me down in one hit like that would be a power attack, and they take a good couple of seconds to actually execute... and since I stay back and am constantly moving, there'd have been no way he could hit me in a fair fight.
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Ezekiel Macallister
 
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Post » Sat Jun 09, 2012 12:32 am

The animation firing off clearly meant that you would not have been able to dodge it anyway.

You ever seen how big a claymore is? How heavy those damned things are? And those are just swords...

Should feel lucky you can even get hit once by those things in a game.
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A Dardzz
 
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Post » Fri Jun 08, 2012 10:19 pm

I agree. The complete package of Skyrim is pretty awesome, but little problems like this really damage the experiance.
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Claudia Cook
 
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Post » Fri Jun 08, 2012 6:31 pm

If being the key word. It completely ignores if you are or were going to block or dodge as the damage is determined when the enemy wants to attack, as opposed to when the attack connects. I can't count the number of times I, as a mage, purposely kept my distance from melee enemies, only to have a finisher execute and kill me when I'm at or near full health on the edge of their attack range. The only attack that could possibly take me down in one hit like that would be a power attack, and they take a good couple of seconds to actually execute... and since I stay back and am constantly moving, there'd have been no way he could hit me in a fair fight.

Exactly.
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Bryanna Vacchiano
 
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Post » Fri Jun 08, 2012 11:32 pm

I agree,

No enemy that you fight should ever be able to hit you before you get your shield up. Especially if you decided in advance you were going to get your shield up. That's just outrageous.

I also hate when enemies block my sword. How dare they? I clearly intended to decapitate them. They have no right to put their shield or weapon in the way.

/sarcasm

Sure, it's frustrating. But you know what? It happens. People do things you dont expect, or do what you expect quicker than you thought they could/would.
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Charlotte Lloyd-Jones
 
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Post » Fri Jun 08, 2012 7:55 pm

[sarcasm]It just svcks that I'd ever have to reload. Why did they make it so my character could die, anyway? That's no fun. Somebody done dropped the durn ball![/sarcasm]

Genius.
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Kelly Tomlinson
 
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Post » Fri Jun 08, 2012 11:20 pm

If being the key word. It completely ignores if you are or were going to block or dodge as the damage is determined when the enemy wants to attack, as opposed to when the attack connects. I can't count the number of times I, as a mage, purposely kept my distance from melee enemies, only to have a finisher execute and kill me when I'm at or near full health on the edge of their attack range. The only attack that could possibly take me down in one hit like that would be a power attack, and they take a good couple of seconds to actually execute... and since I stay back and am constantly moving, there'd have been no way he could hit me in a fair fight.

Then that's a problem with hit detection and when damage is mitigated.

Pre-mitgating the damage, in my opinion, is fairly dumb, I will agree to that.
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Melanie
 
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Post » Sat Jun 09, 2012 1:49 am

I also think it's a bad mechanic. Fortunately, I'm sure those playing on the PC will soon be able to turn it off, if they can't already.
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trisha punch
 
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Post » Fri Jun 08, 2012 6:24 pm

Its pretty hilarious when you're standing on top of a wall and you teleport down in front of them so they can perform the execution animation on you :laugh:
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Darrell Fawcett
 
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Post » Sat Jun 09, 2012 12:09 am

As others have said, it's not that NPCs get finishing moves, it's how they trigger. Say I fight a high-level NPC, and his two-hander hits me with a power attack, taking off more than half my health. To deliver a killing blow, he has to rear up his sword again, and I have plenty of time to dodge, bash him, chug a potion, ect. But, because I am below the health treshold, the execute animation plays out as soon as his first power attack connects, and I get to watch my agile thief sit around like an idiot for 3 seconds while the other guy jumps and kills him. It's not game-breaking, but it's one of many, many minor annoyances that weight down Skyrim if you ask me.
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Jessica Nash
 
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Post » Fri Jun 08, 2012 7:09 pm

This must be the wimps thread....nasy bandit killed me...how dare Bethesda let that nasty bandit kill me.
Set difficulty to novice and max out smithing and enchanting...and learn how to play the game instead of whining.
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Bryanna Vacchiano
 
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Post » Sat Jun 09, 2012 2:58 am

Enemies should NOT be able to execute you.....Ever.

The concept of the player being able to execute an enemy is smart. What it does is, it allows a player to easily kill enemies in situations where a few regular attacks would would have done the same job. However, Bethesda thought it'd be real clever, to take that same concept, and apply it to the enemy.

Why does this break the game? Well, take this situation. I am fighting a bandit chief who is wielding a two handed axe while I am using a one handed sword and a shield. All it takes for me to kill him, is to block when he attacks, and then follow up with a counter attack, shield bashing when I can etc etc. What really happens however is I run up to the bandit leader, shield bash him once, follow up with an attack, then return to guarding with a raised shield. Now it's his turn to attack me, He does a power attack, my shield is now lowered, blam he executes me.

This RUINS gameplay and it really makes me wonder who the hell at Bethesda thought that this was a good idea.

LOL. You just don`t like getting back what you do to them. reminds me of the guy who does Deadly reflexes and he had executions like chopping off of heads, etc. I asked him several times to make it so it can happen to the Player, but he refused, saying it was not `fun` for the Player.

Well Bethesda seem to think the Player should get it too, and I`m absolutely fine with it.
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Jennie Skeletons
 
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Post » Fri Jun 08, 2012 3:39 pm

I'm fine with it too, but since I started out so sarcastically dismissing the OP at the beginning of the thread before I grasped his exact point, let me play devil's advocate for a minute and argue his side of the question.

It's correct that an execution, whether by the player or by an NPC, only triggers when the attack will do enough damage to kill the person outright anyway. That much is correct. But the idea is that it's only supposed to be an animation triggered by that fact, and not for it to actually have an effect on anything besides displaying that animation under the right conditions. However, if the execution has the ability to disable blocking that would have stopped that killing blow then the execution has changed from merely being a visual effect triggered under certain conditions to something that actually alters the outcome of fights. I doubt that was the original intention when they came up with the idea for the execution animations.

Now, as somebody else said, blocking doesn't completely mitigate 100% of damage, but it does do quite a bit. If the incoming blow was going to do enough damage to kill the player even while blocking, then I can consider the execution perfectly justified. And even if the block would have stopped the blow short of killing the player, allowing him to get in his own final shot at a weakened enemy, I can still accept it as a bit of bad luck, and not a bad game mechanic. But I certainly do have to admit I'd find it quite frustrating if I were in a close fight, had judged the rhythym of the fight well, was waiting to block a blow, and was prevented from blocking because of bad luck triggering the execution animation. Sure, there's logic in that bad luck - but I certainly can't dismiss the complaint as trivial like I did initially.
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LuCY sCoTT
 
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Post » Fri Jun 08, 2012 11:34 pm

I love how everyone jumps on him for this.

When you're in a position where you'd normally come out of it unharmed..the game freezes you and you get 1-hit killed, instead of blocking with your shield like you would have.

But let's all attack him and flaunt our egos, shall we?
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Mike Plumley
 
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Post » Sat Jun 09, 2012 1:02 am

Well, he isn't talking about being one-shotted, he's talking about a close battle where he has one hit's worth of HP after being whittled down. I and others, I think, initially mis-interpreted this as simply wanting to execute people and him being (unjustly) annoyed that he could get killed as well - there are quite a few people that whine about anything difficult. Only after re-thinking his point have I had to concede that I'd find it frustrating under those circumstances as well.
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Jason Rice
 
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Post » Sat Jun 09, 2012 2:51 am

And now for the obligatory:

I used to be an adventurer like you until I got executed. :D
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Pete Schmitzer
 
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Post » Fri Jun 08, 2012 5:09 pm

lol
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Jake Easom
 
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Post » Fri Jun 08, 2012 7:07 pm

This must be the wimps thread....nasy bandit killed me...how dare Bethesda let that nasty bandit kill me.
Set difficulty to novice and max out smithing and enchanting...and learn how to play the game instead of whining.
That's not the complaint at all. The complaint is that the finishers are rendering Blocking and Maneuvering completely useless. It doesn't matter if you have a fully-perked, Fully-leveled Block skill with a Legendary Daedric Shield raised while wearing Legendary Daedric Armor on Novice Difficulty - You still have a chance of being outright executed because of two flaws in the way Executions are calculated. In order for an Execution to trigger, you need:
1. Less health than the damage of the attack - Damage mitigation effects such as Armor are not taken into consideration.
2. You're within range at the start of the attack - even if you'd be out of range by the end, or there's no way for them to actually hit you (Standing on or behind a wall, moving out of the way, or even raising a shield)
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Amy Gibson
 
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Post » Fri Jun 08, 2012 1:12 pm

LOL. You just don`t like getting back what you do to them. reminds me of the guy who does Deadly reflexes and he had executions like chopping off of heads, etc. I asked him several times to make it so it can happen to the Player, but he refused, saying it was not `fun` for the Player.

Well Bethesda seem to think the Player should get it too, and I`m absolutely fine with it.

Not related, but you feel entitled to tell modders what to do with their creative visions, and act butthurt when your (repeated) requests are not met?

I bet you're really popular.
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Julie Serebrekoff
 
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Post » Fri Jun 08, 2012 8:00 pm

This must be the wimps thread....nasy bandit killed me...how dare Bethesda let that nasty bandit kill me.
Set difficulty to novice and max out smithing and enchanting...and learn how to play the game instead of whining.
So what is the "proper" way to play, to prevent pushover enemies from killing you when you're at or near full health and at the very edge of their melee range and moving away?

Allowing enemies to do finishers on you essentially gives them a free, faster-than-light power attack, that if it "hits" will play a special cutscene before loading your last save. There's no defense against it except by never going an inch into melee range (a nearly impossible feat for almost all character types), or by pumping up your health and armor like a tank.

It adds no depth to combat or gameplay as it's entirely based on random chance. It does not properly reflect you or your character's capability in fights as it causes you to randomly lose when you could easily win otherwise. There's no skill to avoiding it and no way to "do better next time" because you can't avoid them or stop them from happening (you can only pray that luck is on your side)... and when it does happen, the only thing you can do is reload and hope your last save wasn't too far back. It doesn't teach you anything as a player, and it's more like the game's mocking you (think you're so nimble, lead foot? what, you thought that legendary Daedric shield with your shield skill at 100 would actually do something?).
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Elizabeth Davis
 
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Post » Fri Jun 08, 2012 11:15 am

So what is the "proper" way to play, to prevent pushover enemies from killing you when you're at or near full health and at the very edge of their melee range and moving away?

Allowing enemies to do finishers on you essentially gives them a free, faster-than-light power attack, that if it "hits" will play a special cutscene before loading your last save. There's no defense against it except by never going an inch into melee range (a nearly impossible feat for almost all character types), or by pumping up your health and armor like a tank.

It adds no depth to combat or gameplay as it's entirely based on random chance. It does not properly reflect you or your character's capability in fights as it causes you to randomly lose when you could easily win otherwise. There's no skill to avoiding it and no way to "do better next time" because you can't avoid them or stop them from happening (you can only pray that luck is on your side)... and when it does happen, the only thing you can do is reload and hope your last save wasn't too far back. It doesn't teach you anything as a player, and it's more like the game's mocking you (think you're so nimble, lead foot? what, you thought that legendary Daedric shield with your shield skill at 100 would actually do something?).

Okay, now that's an exaggeration. Executions don't kill you at full health unless your total health is so low that they'd be able to one-shot you anyway. The execution is triggered by an attack that will do more damage than you have left.
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Campbell
 
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Post » Fri Jun 08, 2012 12:04 pm

The real issue at hand is the lack of damage mitigation (either by dodging or blocking) The game doesn't factor in player movement in, or whether or not their shields are up (I may be wrong, I am assuming this)
This stops players who have the skill to dodge/block from surviving.

That's a problem. I have to admit I came into this thread with low expectations, but actually having READ the guy's posts his grievance is legit.
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Tracy Byworth
 
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Post » Fri Jun 08, 2012 8:05 pm

Well, to now play devil's advocate for the other side, there is a legitimate counter-argument - that your blocking with a shield isn't foolproof. Once in a while the execution happens despite the fact you're blocking.
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sexy zara
 
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Post » Fri Jun 08, 2012 5:12 pm

Well, to now play devil's advocate for the other side, there is a legitimate counter-argument - that your blocking with a shield isn't foolproof. Once in a while the execution happens despite the fact you're blocking.

The problem with this is that the game invents that "fault", it is not a result of a gameplay error.

So in effect, the game forced you to "fail" when you wouldn't have.

That is objectively poor design.
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Lily Evans
 
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Post » Fri Jun 08, 2012 1:53 pm

I thought they only triggered if the attack was going to hit anyway. Maybe you were dodging and maybe you were blocking but in either case your attempt to avoid the blow was unsuccessful. Even if you were moving fast, that doesn't mean you were moving fast enough. I could be wrong, but that's the way it seems from my experience, and dodging blows is the way I play the game. My character has died thousands of times and I only get execution animations about 5% of the time and I'm usually far to close to the enemy when it happens. Personally, I like them.
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Glu Glu
 
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