Morrowind Combat more realistic

Post » Sat Jun 09, 2012 11:53 am

for melee fights, what is missing is parry mode where you yould block/evade enemy attacks. This could be even just a hidden stat linked with weapon proficiency, so better swordsmen you are, easier it is for you to parry enemy attacks..
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Sat Jun 09, 2012 8:58 am

Morrowind's combat system was the worst combat system I've ever seen in a game. I despised it in 2004 and I despise it now.

My character's success should rely on my skill and also his skills. Not some stupid magic dice roll that dictates whether or not I hit the guy, despite the fact I just saw my sword slice through his chest.
The diceroll IS your characters skill pitted against the enemies skill. Your enemies luck and agility in an equation with your luck/agility/weapon skill is what determines if it connects.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Sat Jun 09, 2012 10:15 am

I think Morrowind's combat system was the way it was because Bethesda either didn't have the time or the resources to incorporate animations for every weapon available in the game and every move for that weapon (and remember how poorly done the animations were regardless). Instead, it made more sense to have a combat system that was more representative of combat rather than actual combat.

This does NOT make Morrowind's combat system better in any way. It was terrible, even by the standards of when the game was released.
User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Sat Jun 09, 2012 12:53 am

In theory. But the big problem with Morrowind's combat is that using this principle it never really feels like you're actually fighting. Just watching a shoddy animation as the game number-crunches in the background. It damages immersion in my opinion.
Not a problem (for me), and would be my prefered method. The "number crunching" as some call it (and as some even deride it) can efficiently reflect real-world (or enough) probability if it's done well, and designed as a "weighted" system rather than absolutely random ~which I don't know of any RPG with complete random rolls.

Dice roll mechanics aren't realistic. You don't just roll a dice to decide whether your real world sword hits anything after a real world swing. Whether you hit anything with a sword in the real world depends on your skills wielding a sword, your skill at striking an opponent where it hurts. Which means skill based mechanics are actually more realistic.

So no. I love Morrowind, and I'm not bothered by it's dice roll mechanics, but it isn't realistic. Not at all.
Purely random rolls would seem to defeat the purpose, and [IMO] could only be implemented in-game by a designer that hadn't a clue about what the roll method was trying to decide and depict. :shrug:
It is a situational difficulty to be overcome by the PCs growing mastery of a skill; not a lottery to see who scores a hit.

I greatly prefer morrowind's method as it would seem to better reflect the PC's personal attempt at using the weapon ~to the best of their ability.
However... It cannot be denied that the close FPP view makes this awkward due to the game not accurately depicting the results while you play. I'm used to the animated action being figurative, but it works better in a game with less visual detail* and a fixed distance from the events. :shrug:

* Detail like a sword passing through the opponent when the results have determined a miss. :facepalm:
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Sat Jun 09, 2012 12:57 am

lol, the OP is a joke. In real life there is no such a thing like chance, its all destiny, what gods desire for our existence!
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Sat Jun 09, 2012 3:27 pm

Both are awful and immersion breaking in different ways.

I use a mod that increases base block chance from 30 to 60 for Skyrim, or something like that. I plan to make it even more like Morrowind where you get base chance at 90 and it gets down to 60 according to the skill difference between parties. There is no parry so it is not complete. Hopefully, someday...
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Sat Jun 09, 2012 2:53 am

Morrowind's combat effectiveness depended on character skill. Skyrim's combat effectiveness relies on character skill. They just do it in different ways. As for the argument that later games rely on player skill, even someone like me who is a terrible twitch gamer can't miss, and the attacking through blocks isn't exactly Virtua Fighter, so it still really comes down to damage increases with weapon skill, smithing skill and weapon quality, i.e. character skill determines effectiveness to a large degree.
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Sat Jun 09, 2012 1:16 pm

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.
In light of this post i picked-up a wooden sword with my cousin seeing me picking-it-up and hit him and what do you know i didnt miss ....

In terms of close-combat, I mean how the hell can you bloody miss? block perhaps yes but miss? you must be blind in one eye to do that er wait you have to be BLIND to do that
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Sat Jun 09, 2012 6:02 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 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.

The first time I picked up a two-handed weapon in Skyrim, I missed. The guy dodged, and you know, the awkward result of missing something, well that happened to. Maybe I just svck at this game. But at least it was not a random dice roll.

Die-rolls are for turn base or semi turn base games.
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Sat Jun 09, 2012 8:29 am

The diceroll IS your characters skill pitted against the enemies skill. Your enemies luck and agility in an equation with your luck/agility/weapon skill is what determines if it connects.
No it's not. If my enemy has more agility/luck, then they should dodge more, get critical hits on me more often or be able to block my attacks more effectively. My characters combat skills should affect how much health, stamina a magicka I have, and how much damage I deal. Not if I hit or not depending on a magic formula from the sky when I clearly just saw myself hit him. I don't care if that was a critical hit, or if I just scraqed him. I still hit him, and I should do damage.
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Sat Jun 09, 2012 3:39 pm

I hear what the OP is saying but Morrowind's combat was terrible. I think what the OP was heading at was some type of a prerequiste for a weapon like One Handed being 90 before you could equip a Daedric Sword, that would be a good idea although some would call it restrictive.
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Sat Jun 09, 2012 6:30 am

I'm sorry no, Morrowind combat is not more realistic then Skyrim's, i'm sorry but this Morrowind loving has to stop.
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Sat Jun 09, 2012 8:44 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 but i will miss a lot of my strikes like in Morrowind.

In real life, if something is standing in front of me and I swing at it, I hit it. If I don't know what I'm doing, I might not put enough power into it or the edge of the blade might not hit right, so I don't do much damage. But I hit it.

In morrowind, when something is standing right in front of you and you swing at it and see that you hit it, or should have hit it, only the system tells you you did not. I fail to see how that is in any way realistic.
User avatar
Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Sat Jun 09, 2012 2:15 pm

I like the concept presented in KotOR for fighting. But, like Dragon Age: Origin it's turn-based. Which I love. Morowind would have benefitted GREATLY from being turn-based. Click to attack> Attack made (Dice roll, hit or miss)> Play hit (or miss) combat animation. Granted the way Morrowind does it is how Arena and Daggerfall did it too, which is fine. I love all those games. But the mechanic has aged a little, and most people are obsessed with "immersion" (God, I hate that word) and they feel like it's unbelievable that they could miss swinging a blade at someone.

In real life, if something is standing in front of me and I swing at it, I hit it. If I don't know what I'm doing, I might not put enough power into it or the edge of the blade might not hit right, so I don't do much damage. But I hit it.

In morrowind, when something is standing right in front of you and you swing at it and see that you hit it, or should have hit it, only the system tells you you did not. I fail to see how that is in any way realistic.
Really? No one ever misses hitting something right in front of them? Watch a boxing match, or MMA fight and see how many shots are "hits" and how many shots are misses. Generally a person is lucky to land 35-40% of their attacks (this includes blocked attacks, most of which are not actively blocked, but passively by body positioning and hand placement). There are PROFESSIONALS. Then, compound that by adding an unnatural extension to your arm that slows your motion down further, and you're probably down to 25-30% of your attacks. Directly in front of you. I don't know about you, but if someone is trying to hit me, I'm trying to not be in the way. That has a GREAT effect on the probability of a blow actually landing.
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Sat Jun 09, 2012 4:08 pm

Really? No one ever misses hitting something right in front of them? Watch a boxing match, or MMA fight and see how many shots are "hits" and how many shots are misses. Generally a person is lucky to land 35-40% of their attacks (this includes blocked attacks, most of which are not actively blocked, but passively by body positioning and hand placement). There are PROFESSIONALS. Then, compound that by adding an unnatural extension to your arm that slows your motion down further, and you're probably down to 25-30% of your attacks. Directly in front of you. I don't know about you, but if someone is trying to hit me, I'm trying to not be in the way. That has a GREAT effect on the probability of a blow actually landing.

If I see the stick connect with the person in front of me, then yes, in real life, I know I hit them. In Morrowind, however, I can see the models connect. I can see the sword model strike the enemy model. Only the game tells me it didn't really happen.
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Sat Jun 09, 2012 5:28 am

You do miss in Skyrim when an enemy runs out of the way, backs up, or when you dont time a power attack right
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Sat Jun 09, 2012 1:56 pm

If I see the stick connect with the person in front of me, then yes, in real life, I know I hit them. In Morrowind, however, I can see the models connect. I can see the sword model strike the enemy model. Only the game tells me it didn't really happen.
That's why I said what I did before I posted a response to you. Having a hit and miss animation that played would have changed many people's thoughts on this greatly.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Sat Jun 09, 2012 12:54 pm

if you see it connect/hit the target and the game tells you you missed that alone should justify how broken it is, its like the game "stupidifying" you or something :D
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Sat Jun 09, 2012 6:30 am

I like the concept presented in KotOR for fighting. But, like Dragon Age: Origin it's turn-based. Which I love. Morowind would have benefitted GREATLY from being turn-based. Click to attack> Attack made (Dice roll, hit or miss)> Play hit (or miss) combat animation. Granted the way Morrowind does it is how Arena and Daggerfall did it too, which is fine. I love all those games. But the mechanic has aged a little, and most people are obsessed with "immersion" (God, I hate that word) and they feel like it's unbelievable that they could miss swinging a blade at someone.

Really? No one ever misses hitting something right in front of them? Watch a boxing match, or MMA fight and see how many shots are "hits" and how many shots are misses. Generally a person is lucky to land 35-40% of their attacks (this includes blocked attacks, most of which are not actively blocked, but passively by body positioning and hand placement). There are PROFESSIONALS. Then, compound that by adding an unnatural extension to your arm that slows your motion down further, and you're probably down to 25-30% of your attacks. Directly in front of you. I don't know about you, but if someone is trying to hit me, I'm trying to not be in the way. That has a GREAT effect on the probability of a blow actually landing.


If you want to compare it to MMA then remember..They are NOT using dice roll mechanics.

When a punch connects it connects... Damage done is usually depended on speed, power and where it connects.


Misses most of the time are caused by dodging, blocks or counter attacks... or just badly thrown punches/kicks.


If you are missing 50% of your punches and the othe person isn't dodging, blocking or counter attacking then someone needs glasses or a new hobbie.
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Sat Jun 09, 2012 11:10 am

In real life, if something is standing in front of me and I swing at it, I hit it. If I don't know what I'm doing, I might not put enough power into it or the edge of the blade might not hit right, so I don't do much damage. But I hit it.

In morrowind, when something is standing right in front of you and you swing at it and see that you hit it, or should have hit it, only the system tells you you did not. I fail to see how that is in any way realistic.
Because it's not you personally swinging the weapon? (Its some Breton or Argonian that just picked up a blade for the first time the day or the week before, and they don't know what they're doing yet; might not put enough power into it, or the edge of the blade might not hit right... so they don't do much damage; or miss it entirely). :shrug:

* Is this not precisely the point of any 'die & probability' combat system ~like in Morrowind (and many, many other RPGs)?
And later on when they've had some experience and past success, it becomes easier for them to strike a target and fight them confidently, and not make so many mistakes.

[This, reflected by their increased skill with the weapon and level as a PC.]
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Sat Jun 09, 2012 9:24 am

If you want to compare it to MMA then remember..They are NOT using dice roll mechanics.

When a punch connects it connects... Damage done is usually depended on speed, power and where it connects.


Misses most of the time are caused by dodging, blocks or counter attacks... or just badly thrown punches/kicks.


If you are missing 50% of your punches and the othe person isn't dodging, blocking or counter attacking then someone needs glasses or a new hobbie.
The point is that the dodging and blocking were occuring without the animations. Combat is a fluid and unpredictable thing. There may never be a game that can fully simulate combat successfully because the moves are limited but what has been pre programmed. The Dice roll mechanic simulate what is actually happening, which are changes in situation that were too minuscule and/or complex to put into motion. To say it's more realistic looking, no. It's not. But more realistic behaving? Absolutely. If I'm fighting you, I'm not standing still just swinging a weapon at you. I'm dodging, ducking, diving, dipping and dodging (intentional). It's about imagination as much as anything, something people seem to have forgotten how to use. Because what's on the screen is a representation of what's happening, not what is actually happening.

Most of you guys never played text based games, did you?
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Sat Jun 09, 2012 10:39 am

That's why I said what I did before I posted a response to you. Having a hit and miss animation that played would have changed many people's thoughts on this greatly.

My personal view is this. Back in the early days of RPGs, %hit mechanics were vital. You often played in 3rd person, moving icons around the screen and hitting buttons labelled "attack." Nothing ever actually touched each other. So those mechanics were necesary to determine success. As you get into early 1st person RPGs, like Eye of the Beholder, Dungeon Hack and Daggerfall, those mechanics are still important. Those worlds are still basically 2D and nothing ever connects. Those games were all generally turn based, whether overtly or covertly.

When you move into games like Morrowind, though, things change. Suddenly objects exist in 3-dimensional space. Things like collisions come into play. When enemies are moving about you in 3d space and real time, player skill becomes important in ways that it never had been before. Past games required some tactical skill, but not a lot of player skill. Morrowind did, though. The player had to be able to aim and time their attacks to make sure they'd hit the enemy. This comes into direct conflict with %hit mechanics. It often hits you with a bit of a double whammy that can be very annoying. If you, as the player, are off, you miss. If you, as the player, are spot on, you still miss.

In my opinion, Bethesda made the right call in throwing out the %hit mechanics. It resolved the conflict between the two. Focusing the skill instead on the quality of the hit works much better.
User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Sat Jun 09, 2012 12:26 pm

The point is that the dodging and blocking were occuring without the animations. Combat is a fluid and unpredictable thing. There may never be a game that can fully simulate combat successfully because the moves are limited but what has been pre programmed. The Dice roll mechanic simulate what is actually happening, which are changes in situation that were too minuscule and/or complex to put into motion.
:tops: :trophy:

My personal view is this. Back in the early days of RPGs, %hit mechanics were vital.
I say they still are; and can only become more complex and accurate ~but I would of course still want the underlying mechanic to be dice based... Just that with advancement in technology resources, the game could afford (for instance) to take the incline of the ground, or the roughness of the debris into account ~and apply a bonus or penalty to the rolls... or even detirmine that the PC stumbles and rolls an agility check to see if they recover; (while of course applying a defensive penalty to the PC against incoming attacks while they are stumbling. :shrug:

Focusing the skill instead on the quality of the hit works much better.
It does at that ~but for an entirely different purpose and goal; it is [IMO] totally unsuitable, (and unrealistic) as a reflection the PC's personal ability at a given skill in a given situation.

I'll put just one example: The PC automatically swings the weapon flawlessly at whatever the player has in their crosshairs... but they can ~while roaming around in dark tunnels, have a startling encounter (startling for the player). The player will click the mouse by reflex ~and the PC will [again] flawlessly swing the weapon at where ever the cross-hairs point. One may argue that the startled player may naturally have startled (imperfect) aim... but that's not my point. The PC is not startled and performs another flawless strike (at the target or nothing at all :shrug:); if it hits it hits like a pro, and with full power. Under a dice based system, the PC can have a penalty to hit that reflects being startled, and it drops their effectiveness commensurate with their fright ~(which may be of variable degree... A PC with more *stat-based* confidence/experience/ or level headedness might not be as shaken.

** I would also point to RPG classes, and having a battle hardened veteran (fighter) not be so shaken as a masterfully skilled wizard ~who might be more of an expert at craft than of self control under physical threat :shrug:).
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Sat Jun 09, 2012 2:14 am




Really? If i pick up a sword I can hit anything i want with it...Maybe you should check your blood sugar...lol

so you think you could hit a season sword fighter?! as in skyrim where its almost impossible to miss say a bandit, whos a fighter for a living...sure thing... im sure... my misses just started fencing classes, today when she gets back ill ask her how many times she missed her strikes... seriously they dont need their blood testing you and all the other posters saying you can always strike a moving combatant need your brain testing. lol seriously. Your all either very short on life experience or we have some serious sporting talent gracing our forums...
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Sat Jun 09, 2012 1:42 am

If i pick a sword in real life........

And in real life there are no fairys, dragons, goblins and orcs

/end thread
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

PreviousNext

Return to V - Skyrim