Morrowind Combat more realistic

Post » Sat Jun 09, 2012 3:19 pm

%chance is a must to have true realism. There are simply too many factors that exist in real life and many of which are complete wild cards (variables) for which a "dice roll" is necessary to obtain a proper outcome.

Sure, I can pick up a stick and hit you with it. No formal training. If you let me. If I try and take a swing at you, you could block, parry, or dodge. But which one will you do? If you are fighting a sword and board npc, they can effectively do one of the three (just because you have shield doesn't mean you can't use your weapon to stop an attack). So already, you have room here for a chance of occurrence. It could be set up based on your weapon skill vs their block, parry, and dodge skills. Now, the game doesn't have a skill for parry and dodge so there is something that could be added.

The equation itself would be a bit complex since it would have to work with the full range of 1 to 100 in each skill involved but basically at the top end (all skills being 100) it would leave you with a 50% chance to hit. With regards to the the 50% chance to miss, it could be broken down into 25% chance to block, a 15% chance to parry and a 10% chance to dodge. If the npc were to have a second weapon instead of a shield, then you end up with a 40% to miss (15% x 2 + 10%). The npc traded off defense for more offense. If they went with a 2H, then you now have 25% to miss. Which would mean that the damage of weapons would have to be such that a 2H > two 1H's. Armor can then have an effect on things like dodge. If you are wearing no armor, you get the full benefit from dodge but if you were to start equipping light armor pieces, the effectiveness of your dodge would go down (perhaps down by 20% when fully equipped resulting in a 8% instead of 10%). Then if you put on heavy, it would drop by as much as another 20% for a maximum drop of 40% when equipped in all heavy armor (so your dodge is 6% instead of 10%). You trade off your ability to dodge (among other things like weapon swing speed, and spell effectiveness) for more damage mitigation.

So with all skills involved being 100 (or really just the same so all could be 50) resulting in a 50%, the two extremes would be you with a weapon skill of 100 vs their dodge skill of 1, block of 1 and parry of 1 giving you a 99% to hit, and your weapon skill at 1 vs their 100's resulting in a 99% chance to miss. Of course, increases in a skill is based on more than just what level its currently at but also at what the skills of your opponent is at too.

Then there is you and a companion attacking one enemy. The defenses would then be divided up. Each one can only work vs one opponent, therefore, your companion could have a 35% to miss (vs the npc's block and dodge) while you have a 15% to miss (vs the npc's parry).

As far as the player goes, there simply isn't enough buttons to assign to cover it all so the player could be subject to the same. Ideally the player would have control over all these things but realistically it just isn't mechanically feasible so the game is designed to do it for you based on your character's skill.

The real problem was animation. As stated, from the moment you begin to attack (or have an attack against you), the game need to calculate the path of the weapon. The game would then have to make all necessary calculations to determine the outcome (if you hit or miss), and find out how you miss if you do so. Then the computer would have to come up with the appropriate animation (the thing that Morrowind lacked that people really have a gripe over). All done before your, or the enemies, weapon takes the pecalculated path. But to be honest, if there are only z number of paths for weapons to take because there are only x number of weapons and y ways to swing them, then the game really only needs to know x and y. x being the weapon you have equipped and y being the attack (standing power, forward normal, sideways power, etc.) and the computer would have no problem determining the predicted path (z) for which the game will have an npc animation paired up with each possible z.

Of course skill would also work as it does now with the higher the skill the more damage you can do or the more armor a shield provides etc.
Pretty much. Its representation. Dice rolls for hit detection are more realistic representation wise, than not having them.
User avatar
Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Sat Jun 09, 2012 1:32 am

The dev that suggests that Morrowind style combat be brought back should be fired....out of a cannon....into the sun.

This. Mostly.

No complex array of animations can actively cover for what is, with simulated dice rolls, ultimately a passive experience. Play has to stop in order for it to occur. That's fine in a turn based game. TES is not a turn based franchise. Never has been. As long as TES remains a 'real-time' game then it will remain incompatible with virtual dice rolls.

It's what lets Morrowind down.

If I could play Morrowind's story in something more akin to Skyrim or Oblivion's engine it would be a much more rewarding experience.
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Sat Jun 09, 2012 1:59 pm

This. Mostly.

No complex array of animations can actively cover for what is, with simulated dice rolls, ultimately a passive experience. Play has to stop in order for it to occur. That's fine in a turn based game. TES is not a turn based franchise. Never has been. As long as TES remains a 'real-time' game then it will remain incompatible with virtual dice rolls.

It's what lets Morrowind down.

If I could play Morrowind's story in something more akin to Skyrim or Oblivion's engine it would be a much more rewarding experience.
Morrowind was not a turn based game (we know). Dice based combat mechanics work in Realtime w/ pause RPGs ~like Neverwinter Nights; possibly like Witcher (though I'm not positive: I seem to recall Geralt missing on several occasions). :shrug:
What's wrong with passive? Wasn't Morriwind that way as well?


But our skill systems are capable of simulating the combat without relying on dice but still produce the same statistics from far distance...
What is the practical difference between these ~exactly?

Pickpocketing is the same, even with 90% chance people are not happy. Determination is an overrider but it is not in the game, instead people load a previous save. Choice must have a meaning. Give people something so they can back of before failure. Realtime pickpocketing would be nice, use ultra slow motion if necessary. The duration can be player's window for performing the task which is based on character skill. Two bars progressing, item timer and pickpocketing timer. You keep an eye on both and hope for item timer winning the race and you leave before pickpocketing timer ends. I get excited just from writing this. :tongue: Skill > Chance.
I'm for a defensive game engine that tracks reload behavior. :chaos:
As to 'Skill > Chance', I agree completely, but I don't understand not equating weighted rolls with PC skill. The whole point of virtual die rolls is that improving their skill overcomes their circumstance. In Morrowind, did the PC not tend to hit more often as their ability to hit improved?

http://youtu.be/Q6Jlc44_98Y

I watch these every week and I weep for Bethesda. I WEEP!
That is really cool, and I like that the targeting system is accurate enough to not require the player to direct the throw. That could really work well in an RPG; tied to the PC's skill development. Thrown weapons skill: high enough gives incredible accuracy in 3D, while novice rank makes it rare to hit at range and the NPC could chose to dodge simply because the PC attacked at all (and they saw it coming); the engine just depicts the realtime events (hit or miss).

*The next hurdle could be to calculate the force of impact as a base for melee weapon damage.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Sat Jun 09, 2012 3:13 pm

http://youtu.be/Q6Jlc44_98Y

I watch these every week and I weep for Bethesda. I WEEP!

Wow!
User avatar
Kelly Upshall
 
Posts: 3475
Joined: Sat Oct 28, 2006 6:26 pm

Post » Sat Jun 09, 2012 7:36 am

Hear me out before trolling,

If i pick a sword in real life it doesn't mean i can instantly hit anything straight away, like in Skyrim

Baloney. Are you actually asking me to beleive that if you pick up a sword in real life, and with no training, you couldn't swing it and hit something?

You wouldn't be doing it properly is what you mean, but that is HARDLY the same thing as not being able to hit something.
User avatar
james kite
 
Posts: 3460
Joined: Sun Jul 22, 2007 8:52 am

Post » Sat Jun 09, 2012 9:35 am

Why do you all keep talking about realism? Since when RPG games are realistic? You can survive 20 arrows in the head, getting burned for 30 seconds by a dragon without a scratch but you still want realism? WTH?
User avatar
Stefanny Cardona
 
Posts: 3352
Joined: Tue Dec 19, 2006 8:08 pm

Post » Sat Jun 09, 2012 4:19 am

Hear me out before trolling,

Says the man with a trollface avatar.

If i pick a sword in real life it doesn't mean i can instantly hit anything straight away, like in Skyrim but i will miss a lot of my strikes like in Morrowind.

Also with blocking but not quite as bad they replaced not blocking anything with still taking damage.

These are my thoughts i would like to hear yours.

Now I dont know about you but even though I havent had any formal training with a sword I am pretty sure I could pick up a sword and hit something with it, in fact if you are so uncoordinated that you cant swing a sword straight then there is something incredibly wrong with you, like you must have perma cross eyes or something. The most likely reason that you would miss would be more related to the enemies ability to block and parry rather than your lack of skill with a blade, the system in Morrowind was horribly unrealistic and more importantly it simply wasnt fun, I dont know why you would try to argue that Morrowind's combat was somehow better than that of Oblivion's and Skyrim's because anyone with more than half a brain can see that this is completely and utterly false.

I seriously hope you are trolling because I refuse to believe that anyone could be so stupid as to try to argue otherwise.
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Sat Jun 09, 2012 6:30 am

Er, dice rolls are 'Character skill based'.

Dice rolls are pathetic left overs from Pen and Paper RPGs in which there was no other way to play but to accept the artificial mechanisms of TURN BASED combat.

People who want this dynamic returned to video game RPGs are unimaginative, dull, and stuck in the past. Beleive me, rolling "to hit" in D&D was not a barrel of laughs. The easy and realistic solution here is to have the blows connect any time the model of the weapon connects with the model of the target. But the damage done would be dependant on several factors, one of which is skill. It is not realistic to prevent a Player Character from hitting a target when the weapon plainly connects, and the the question of how much damage (or IF damage) is done is quite another topic!
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Sat Jun 09, 2012 10:09 am

well IMO its pretty stupid if you CLEARLY hit the target with said sharp object and it does nothing to them...
User avatar
DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

Post » Sat Jun 09, 2012 4:03 am

I would like the option to miss of Morrowinds system with the fluidity of Skyrims system.
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Sat Jun 09, 2012 12:55 am

Dice rolls are pathetic left overs from Pen and Paper RPGs in which there was no other way to play but to accept the artificial mechanisms of TURN BASED combat.

People who want this dynamic returned to video game RPGs are unimaginative, dull, and stuck in the past. Beleive me, rolling "to hit" in D&D was not a barrel of laughs. The easy and realistic solution here is to have the blows connect any time the model of the weapon connects with the model of the target. But the damage done would be dependant on several factors, one of which is skill. It is not realistic to prevent a Player Character from hitting a target when the weapon plainly connects, and the the question of how much damage (or IF damage) is done is quite another topic!

actually, dice rolls and player skills/other attributes are very realistic. the problem was the technology that didn't display animation properly. thus, you got the visual that you did hit but the game rolled, miss. again, that's pure tech issues that can be overcome today.

add in block, dodge, sidestep, etc. with better damn a.i. and you've got the best of all character and player driven combat.
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Sat Jun 09, 2012 12:40 am

i could at least hit someone with a sword come on bro
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Sat Jun 09, 2012 3:28 pm

i could at least hit someone with a sword come on bro

if you're referring to real-life combat then i'd say you are very unrealistic in your assessment.

someone with training would whip you with less. i'd bet you would die and never land a single blow.

that's why taking a game and inferring into real life doesn't work.

i mean, when i was a kid with my friends playing with wood swords and staffs i knew who i could woop on. easily.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Sat Jun 09, 2012 4:08 am

I've never had any sword training, but I can guarantee that if you stood in front of me, I'd easily cut you in two with a katana, provided you didn't try to parry / block / dodge.

No, you couldn't. You have watched way to many cartoons.
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Sat Jun 09, 2012 12:03 am



Dice rolls are pathetic left overs from Pen and Paper RPGs in which there was no other way to play but to accept the artificial mechanisms of TURN BASED combat.

People who want this dynamic returned to video game RPGs are unimaginative, dull, and stuck in the past. Beleive me, rolling "to hit" in D&D was not a barrel of laughs. The easy and realistic solution here is to have the blows connect any time the model of the weapon connects with the model of the target. But the damage done would be dependant on several factors, one of which is skill. It is not realistic to prevent a Player Character from hitting a target when the weapon plainly connects, and the the question of how much damage (or IF damage) is done is quite another topic!
+1 (despite the horrid font)
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Sat Jun 09, 2012 6:51 am

What you've just shown there is that none of the Elder Scrolls games have represented combat accurately.

hes talking about irl guy swords arent hard to use the thing you have to worry about if you try to fight someone with it isn't being able to hit them unless its an asian its not being hit because you'll just die wicked fast if you svck its not like you become [censored] because you're using a new weapon and can't hit anything you'll just do something stupid and like lose a hand just to scratch him but who knows sometimes not knowing what you're doing gives you an advantage. if its really stupid the guy might be baffled and not able to react
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Sat Jun 09, 2012 11:49 am

actually, dice rolls and player skills/other attributes are very realistic. the problem was the technology that didn't display animation properly. thus, you got the visual that you did hit but the game rolled, miss. again, that's pure tech issues that can be overcome today.

add in block, dodge, sidestep, etc. with better damn a.i. and you've got the best of all character and player driven combat.

No, firstly percentile chances in this case are not realistic. You advocate a chance for my weapon to miss when my weapon is clearly being shown as having made contact. By definition, that is not realism, it is a game mechanic intruding on gameplay. Secondly, you do not understand that the "to hit" dice roll in PnP RPGs was not a determination if the weapon hit the target or not. "To hit" was a chance to acheive a damaging blow.
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Sat Jun 09, 2012 2:52 pm

+1 (despite the horrid font)

I don't use an avatar, so somtimes I want to find my own posts easily ;)
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Sat Jun 09, 2012 10:33 am

No, you couldn't. You have watched way to many cartoons.

You sir sound to me like a volunteer!

Slicing in twain...well, I don't need to make you chopped in two to acheive a killing stroke, and while not as spectatcular as the gory, good 'ol chop-ya-in-two-bits' routine, I could absolutely acheive a killing stroke with no sword training, if you stood there and accepted the blow

Think about what is being claimed here: people are essentially saying that any marginally coordinated two year old cannot pick up a stick and whack you with it, because they don't have years of formal Stick Whacking Training. This is so patently and plainly observable as false that it boggles the mind as to how it is rationalized. Transfer the example to me with a broadsword. I can break your skull and kill you by using the flat of the blade. I could crush your skull with the pommel. I could cave in your chest with the hilt. I could kill you a dozen times over and never slice your flesh with the blade, if you stood there and accepted the blow.
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Sat Jun 09, 2012 12:04 am

if you're referring to real-life combat then i'd say you are very unrealistic in your assessment.

someone with training would whip you with less. i'd bet you would die and never land a single blow.

that's why taking a game and inferring into real life doesn't work.

i mean, when i was a kid with my friends playing with wood swords and staffs i knew who i could woop on. easily.

wtf are you talking about? if you got mugged by a dude on the street with a knife, and you happen to have a sword you aren't gonna get killed and not be able to hit the guy just because he has more practice with the knife from mugging people. You can still [censored] him up. Maybe if you're fighting an asian or a master swordsman you wouldn't be able to land a hit but badits? wolves? rats? stupid [censored] you fight at low level wouldn't stand a chance especially if you get the jump on them. blocking on the other hand is hard as [censored] unless maybe its a shield idk i don't have one i wish though that'd be ballin i would just imagine them to be mad heavy. and i can totally compare games and real life when their based on real life, like any game that includes sword combat. Swords were, in fact, invented by the humans of earth.
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Sat Jun 09, 2012 9:29 am

I know plenty of Asians that can't use a sword any better than your grandmother. Just sayin that it's not an instinct or a chromosome or somthing, and they don't pop out of the womb as swordsmen because they are Asian. It's a needless stererotype.
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Fri Jun 08, 2012 11:57 pm

Hitting someone with anything requires little more than hand-eye coordination for the person swinging/punching.

Perhaps the emphasis is on the wrong aspect here, it shouldn't be that the player/character misses but that the mobile/NPC dodges, etc.

You can and will miss at some point, there is no dice roll here because it soooooo obviously got in the way in Morrowind. This is an archaic tool meant to simulate combat where there was no visual representation, now we have the tools to more accurately represent combat...visually at least.

If your arguement rests on 'character' skill, well that is more of a philosophical debate on gaming as a whole. There has to be some happy medium between character and player, otherwise you run the risk of being in the passenger seat.

Would you like to sit in the passenger seat of that Aston Martin?

Or would you want to DRIVE?
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Sat Jun 09, 2012 10:12 am

Hitting someone with anything requires little more than hand-eye coordination for the person swinging/punching.

Perhaps the emphasis is on the wrong aspect here, it shouldn't be that the player/character misses but that the mobile/NPC dodges, etc.

You can and will miss at some point, there is no dice roll here because it soooooo obviously got in the way in Morrowind. This is an archaic tool meant to simulate combat where there was no visual representation, now we have the tools to more accurately represent combat...visually at least.

If your arguement rests on 'character' skill, well that is more of a philosophical debate on gaming as a whole. There has to be some happy medium between character and player, otherwise you run the risk of being in the passenger seat.

Would you like to sit in the passenger seat of that Aston Martin?

Or would you want to DRIVE?
I suppose that's an accurate critique of the main problem with Morrowind's combat-it uses a combat system that fits 3rd person RPGs a LOT better than it fits first person. Watching your character go through automatic attacks against a designated target(like you do in DA:O) feels totally different when you move to first person, mostly because now it's actually you who's doing the swinging.

And as for a happy medium, I kinda like how Oblivion handled it: you could use weapons you weren't proficient with, but their damage was absolutely pathetic.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Sat Jun 09, 2012 5:50 am

Morrowind's combat system was NOT realistic and it should not come back. If I took a sword, am within slicing range of you and slashed you diagonally, the only thing you could do is parry/side-step the attack. All melee AI knows how to and will at one point or another block in an attempt to parry your attacks. Side-stepping/Dodging attacks was not implemented into AI. They might give the Melee characters the ability to sidestep in the next TES.
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Sat Jun 09, 2012 4:03 am

If you hit someone in real life with a sword, I'm pretty sure you don't miss him/her because a dice tells you to do so.

No, but that person can dodge your swing, and instead of animating that it was easier to use a diceroll system. It's an old game, and those are old rpg concepts. Skyrim is how it looks like in modern fp-rpg (lol at the fp-rpg :P ) so I don't see a need to argue abotu which is better. It's almost as arguing if 8 poly column mesh is better or worse or not realistic than 64 poly one.

That being said I totally agree with this:
why does anyone give a [censored]e about "realism"? It's a game designed for fun.
User avatar
Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

PreviousNext

Return to V - Skyrim