So why is most combat situations a fight to the death?

Post » Fri Jun 01, 2012 10:18 am

I mean, from a gameplay standpoint, why do all encounters with bandits have to be a fight to the death? It's been bothering me how they've limited the speechcraft skill so much not enabling some simple parley functions to maybe convince them to leave you alone or even recruit them as companions (or, for more mischievous types, turn them against each other). You already can do some of that with Illusion magic....why not Speechcraft? There's so many ways Bethesda could've expanded interaction with some hostile groups if they attempted to implement it into their game design:

- Convince a group of bandits or mages to stand down, possibly trade with them
- Yielding opponents should actually surrender and go non-hostile
- Charm them into fighting on your side

This woulds actually add much more functionality to the Speechcraft skill, something that has been seriously lacking since Daggerfall. And since these are generic humanoids, they wouldn't need more than adding a few lines of dialogue to their combat voice soundsets.
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Devin Sluis
 
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Post » Fri Jun 01, 2012 10:22 am

that would be nice
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kirsty williams
 
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Post » Fri Jun 01, 2012 11:09 am

I like it.
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Emmie Cate
 
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Post » Fri Jun 01, 2012 11:23 am

Agreed.

I am a random consumer and I endorse this message.
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Aliish Sheldonn
 
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Post » Fri Jun 01, 2012 3:54 pm

We had it in Oblivion with mods, we'll have it again :)


...unless you're on console. In which case, you knew the score xD
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Carlitos Avila
 
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Post » Fri Jun 01, 2012 8:37 am

I mean, from a gameplay standpoint, why do all encounters with bandits have to be a fight to the death? It's been bothering me how they've limited the speechcraft skill so much not enabling some simple parley functions to maybe convince them to leave you alone or even recruit them as companions (or, for more mischievous types, turn them against each other). You already can do some of that with Illusion magic....why not Speechcraft? There's so many ways Bethesda could've expanded interaction with some hostile groups if they attempted to implement it into their game design:

- Convince a group of bandits or mages to stand down, possibly trade with them
- Yielding opponents should actually surrender and go non-hostile
- Charm them into fighting on your side

This woulds actually add much more functionality to the Speechcraft skill, something that has been seriously lacking since Daggerfall. And since these are generic humanoids, they wouldn't need more than adding a few lines of dialogue to their combat voice soundsets.

That would really be cool. As a matter of fact, I thought I could do this like I could in Fallout: New Vegas. I spent a lot of my initial points in Speechcraft.

...Boy, did I learn the hard way.
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Louise Dennis
 
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Post » Fri Jun 01, 2012 1:54 am

It's seriously dumb that no bandit ever runs away. I can understand bandit leaders having the courage to fight to the death, but his henchmen should be fleeing if I am much stronger than them. And when they run away they should flee permanently, not just pretend to flee only to try and kill you again. OK, maybe some duplicitous characters some should do that, but many should simply run home crying to mummy.
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Madeleine Rose Walsh
 
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Post » Fri Jun 01, 2012 12:42 pm

iv sen bandits tell me to keep away, why cant i talk that guy into letting me in the camp with all his buddys? im a likeable murderer so i think we would get along fine :sadvaultboy:
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Amie Mccubbing
 
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Post » Fri Jun 01, 2012 3:08 am

i like the idea.
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Dona BlackHeart
 
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Post » Fri Jun 01, 2012 7:13 am

I mean, from a gameplay standpoint, why do all encounters with bandits have to be a fight to the death? It's been bothering me how they've limited the speechcraft skill so much not enabling some simple parley functions to maybe convince them to leave you alone or even recruit them as companions (or, for more mischievous types, turn them against each other). You already can do some of that with Illusion magic....why not Speechcraft? There's so many ways Bethesda could've expanded interaction with some hostile groups if they attempted to implement it into their game design:

- Convince a group of bandits or mages to stand down, possibly trade with them
- Yielding opponents should actually surrender and go non-hostile
- Charm them into fighting on your side

This woulds actually add much more functionality to the Speechcraft skill, something that has been seriously lacking since Daggerfall. And since these are generic humanoids, they wouldn't need more than adding a few lines of dialogue to their combat voice soundsets.

Probably didn't have memory to run on 360. New features added so other features were dropped. Most likely could be a user mod after CK ;)
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Yung Prince
 
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Post » Fri Jun 01, 2012 8:02 am

I hear them all the time say " I cannot best you " or " you win " and they stop fighting and take a knee. This is while they have a spec of health left in the battle. I've even seen them try and run from the fight when they are getting owned.
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Kill Bill
 
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Post » Fri Jun 01, 2012 12:45 pm

a few dialoge options and stopcombat commands would have added to memory?

no, no I don't think so, they simply did not put it in, they had enemies fleeing and calling for peace, but such is short lived. i don't think Bethwide could have NOT found a way to get it working, muchless treat it as an oversight, I think they just plain didnt do it.
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Dean
 
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Post » Fri Jun 01, 2012 4:58 am

It is so annoying, the person says "Please, stop it" or "The victory is yours"... but you can't spare then, because they are still hostile D:
I wish I could spare then :cryvaultboy:
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Kevan Olson
 
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Post » Fri Jun 01, 2012 1:17 pm

I think the skill Speechcraft is misnamed. I think it would be better called Barter. This skill is dependent on the quality and quantity of your transactions with vendors. Very rarely, this skill has to do with interactions with non-vendors.

As for the combat mechanics, I notice that all the enemies were trained in the same combat school. I would have liked to see the enemies have different fighting abilities. I don't find it believable that bandits would be as well trained as the city guards, or even soldiers in the Imperial Legion. Bandits are essentially rogue thieves who decided to band together so they could survive longer and gain greater profits. I would think after a certain amount of time the bandits would be less of a problem for the Dragonborn. My point is this - the enemies aren't differentiated enough for them to be distinct entities.
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Ernesto Salinas
 
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Post » Fri Jun 01, 2012 10:42 am

I mean, from a gameplay standpoint, why do all encounters with bandits have to be a fight to the death? It's been bothering me how they've limited the speechcraft skill so much not enabling some simple parley functions to maybe convince them to leave you alone or even recruit them as companions (or, for more mischievous types, turn them against each other). You already can do some of that with Illusion magic....why not Speechcraft? There's so many ways Bethesda could've expanded interaction with some hostile groups if they attempted to implement it into their game design:

- Convince a group of bandits or mages to stand down, possibly trade with them
- Yielding opponents should actually surrender and go non-hostile
- Charm them into fighting on your side

This woulds actually add much more functionality to the Speechcraft skill, something that has been seriously lacking since Daggerfall. And since these are generic humanoids, they wouldn't need more than adding a few lines of dialogue to their combat voice soundsets.

+1 This would make playing Good Characters like clerics and Paladins more realistic. :goodjob:
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OTTO
 
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Post » Fri Jun 01, 2012 2:43 am

Thought would be very nice.

Cheers
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megan gleeson
 
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Post » Fri Jun 01, 2012 7:13 am

Yes.

Mods will fix this, too.
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Fam Mughal
 
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Post » Fri Jun 01, 2012 11:03 am

We had it in Oblivion with mods, we'll have it again :)


...unless you're on console. In which case, you knew the score xD


May I ask which Oblivion mod had this? I am planning on playing it again soon, and this is definitely a feature I wanna have for my next playthrough
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Breautiful
 
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Post » Fri Jun 01, 2012 1:16 am

I hear them all the time say " I cannot best you " or " you win " and they stop fighting and take a knee. This is while they have a spec of health left in the battle. I've even seen them try and run from the fight when they are getting owned.


yeah and if i sheath my weapon and walk away they attack you as soon as they recover.
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Nicholas
 
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Post » Fri Jun 01, 2012 12:16 am

yeah and if i sheath my weapon and walk away they attack you as soon as they recover.

I have seen, on one occasion, a vampire thrall actually surrendered and stopped fighting me when I sheathed my weapon. It may have something to do with the fact that her vampire "master" was killed in the meantime. However, she did surrender, cower, and then stop fighting. That's the only time I haven't been attacked by someone begging for mercy.

Everyone else? http://www.youtube.com/watch?v=mjEcj8KpuJw#t=03m00s
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BEl J
 
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Post » Fri Jun 01, 2012 4:00 am

Agreed.

At the very least, submissions should be acceptable and having a higher Speech should help you succeed in doing so. (and maybe negotiate the surrender of their gear.)

That would give a highly personable character some real meat and potatoes combat options and not just help them to save money. Money is no problem.

Not to mention it wouldn't even need any new mechanics, one they submit, or even before, you could just speak to them.
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Paula Ramos
 
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Post » Fri Jun 01, 2012 12:04 am

You technically can resolve any combat situation with your words.

Shouts :disguise:
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ZANEY82
 
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