Probably one of the most angering things that happens to me

Post » Mon Jun 11, 2012 5:18 pm

What part of "you would have died anyway" is so hard for you people to grasp.

GTFO. Not necessarily, if I see my health going down rapidly I drink some potions. Or if I see someone power attacking me I usually get out of the way, the kill anims don't let us do that.

Your a bad troll.
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Sunnii Bebiieh
 
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Post » Mon Jun 11, 2012 4:35 am

Going toe-to-toe with a 2 hand wielding bandit, his health is low, mine is at about half, and since he's got a 2 handed weapon, all of a sudden i'm pulled in for an instant-killcam-slow-mo kill :/

Angers me to no end.

Same exact thing happened to me, except it wasn't a bandit.


It was a mudcrap. :swear:
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Elisha KIng
 
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Post » Mon Jun 11, 2012 3:35 pm

There is one thing that I find slightly annoying.. but only slightly. It's when you are low on health.. the person your fighting is in the middle of a swing, you pull up your quick menu and guzzle some potions giving you back (supposedly) full health. You unpause the screen and wammo.. the guy still kills you with one hit. All I can guess is the game has calculated the hit even though he hasn't hit you yet. So no matter what you do there your going to die.
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Tyler F
 
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Post » Mon Jun 11, 2012 5:31 am

Im not reading the whole thread, I only read page 1.


I am able to dodge 2-handed over-the-top power attacks with my one-handed swordsman, though it is not a dodge perse, rather a counter-power attack. I also was getting killed with 1/2 health or so by them, they are tough dudes!

The "press-right (D on keyboard) while power-attack with right hand sword equipped" move is what you're looking for.

Your character will almost crouch and spin 360 clockwise and move to the right while the sword in the right hand is outstretched. Timed properly, your spin to the right gets you out of the way of your enemy's over-the-top chop with the 2-hander, and you'll slice with your sword across his stomach while his arms are up over his head. Its the timing that makes it a thing of beauty. Try it!

I did it once by accident and since it has become my preferred move when facing a tough 2-handed enemy.
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ImmaTakeYour
 
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Post » Mon Jun 11, 2012 3:04 pm

Absolutely not. Control is ripped from my handling to decide combat on whether my health bar is high enough or not. Personally, I like playing with less health as it lends itself toward more tactical combat and less grinding duels of attrition. I don't mind being at low health during a fight if I can outmaneuver or dodge my enemy's strikes and counterattack; that's my combat style: weak in health but agile.

With this system, I can't survive against any old bandit chief because of this incredibly frustrating and frankly cheap mechanism. Why should the fight's outcome be decided for me? I want to win or lose based on my own merits in the fight, not on numbers. It's a step backward.

This.

It's incredibly frustrating when I'm perfectly capable of blocking or dodging, but because of the finishing move mechanic, I'm REQUIRED to keep my health at 80-90%+ at all times when fighting tougher opponents. All it does is make the already tedious task of spamming health pots that much more apparent. Those finishing moves don't check to see if you'll block or if you'll dodge, no, they initiate the moment the enemy starts their power attack and your HP wouldn't be able to survive a power attack IF it connects and IF you're not blocking. (though perhaps if you happen to be blocking AS it checks, it'll avoid the auto-kill, can't say for sure, but you definitely can't be sure you will be when it checks)
Infact, I dislike Skyrim's difficulty type entirely. I play on Very Hard and I can't tell you how many times I've faced a battle that felt like NOTHING but a game of spamming health pots. I've even gone over a hill once to be met with two mages; one a master, the other some basic apprentice or whatever. The master hits me and I lose 90% of my health, the apprentice hits me and I lose the rest. How the HELL am I supposed to combat that? Don't get me wrong: bows, summons, wards...oh yeah, they'll all do the job and I know they're there. But what bothers me is, as an RPG, I HATE not being able to pick my character type and being able to competently handle every battle. I'm not asking for mages to be a cakewalk for a pure-warrior; by all means, make them the Achilles' heal of the warrior and much harder to defeat, but I AM asking for a battle where I'm not sent to swing at some kiting mage (who yes, runs faster than me and there's really not much I can do without shouts; I would sprint attack, but enemy NPCs have this lovely habit of magically sliding to the side as you charge at them) like a [censored] as he constantly hits me with spells that take the majority of my health off.

To me, a good difficulty is where I have a chance to make a mistake via my playstyle. The problem with the scenario I named is that I haven't made a single mistake, or rather, the mistake is in the playstyle I've chosen, which just shouldn't happen in an RPG. I'm not asking to be a pacifist robe-wearing smooth-talker who never puts points into HP here, I'm asking to be a WARRIOR who puts 80% of his points into health without having to spam the ever-living [censored] out of my health pots whenever I come across a master conjurer.
Likewise, OP's example? How did he make a mistake? Again, technically he did, you could argue, but the mistake is that he let his HP drop below 80% health. THAT'S ridiculous. The health pot spam in this game can be absolutely ridiculous, and I think people have every right to be frustrated when they die because of an autokill feature being in place when the leveled enemies tend to hit as hard as they do. There should be some sort of limit on it where the autokill scene will NOT trigger unless the next hit will both kill you and your HP is below AT LEAST 30%. It shouldn't be able to trigger on someone who has 80% health; give those people a chance to dodge or block.
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Imy Davies
 
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Post » Mon Jun 11, 2012 10:29 am

Back when oblivion came out i bet half of you guys wanted comabt to be able to kill you easy...
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Kristian Perez
 
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Post » Mon Jun 11, 2012 12:24 pm

Wow the points are just flying over your head isn't it.

what part of Anims improperly based on some dice roll that kills you regardless of whatever you do AND removes your control to end your life is not clear?

there aren't any tactics, its not even humbling after the 15th time I don't care about the NPC's feelings when I do it to them, when I the player obviously sporting superior equipment/buffs/defenses and majority of the time am able to shrug off attacks like a bauce only to suddenly get skewered because I don't feel like chugging a potion at half hp isn't what I call naice
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Nathan Hunter
 
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Post » Mon Jun 11, 2012 12:25 pm

It can't even be called an RPG element either. An RPG element would be if the autokill first went through dice rolls to see if he hits (comparing his accuracy to your evasion) and to check and see if your character blocks (based on the block stat).

And THAT'S exactly the problem: all lines of defense are completely nullified in that situation. The only defense lines that actually stand up to such a situation are your HP and armor rating, which, as anyone who has played the game can tell you, aren't very effective in that situation at all...
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Theodore Walling
 
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Post » Mon Jun 11, 2012 3:50 am

If a player is choosing the "light armor, shield using, Stamina over Health" play style........... how in the world can they complain when they get thunderstomped by a 2-hand enemy?

Blocking isn't that great at low levels. If you want to actually use the shield to block, you need Shield Wall. Which you can't fill out til far into the game.

It's not enough for the heavy armor guy using a shield. If you are ignoring Health at level up too? Yeesh. Good luck with that. At lower levels you'd do better to never let that shield catch a power attack. Ever. It's passable for the regular attacks. But if you are gonna ignore the Health... I'd dump the shield and go with a "never get hit" dodge strategy that lets you swing a 2 hander or dual wield for more offense.


Anyways, this is about the kill animations? They only happen if the attacking blow is killing you. Which means, even though you are "watching" the animation, you are already dead. It was already decided. Just because it takes 3 seconds to pull off doesn't mean anything. It's already determined that the blow was killing you. It's all show at that point.
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Alexandra Louise Taylor
 
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Post » Mon Jun 11, 2012 1:19 pm

Yeah agree with OP, being locked in to die is real frustrating and it definitely feels like the duration of the anim would have given plenty of time to pull off a side step, bash or block.

Would of rathered a constant fluid combat system with the ability to pull off some impulsive side/back steps that allow for very narrow misses of these power attacks.

Should of been lunge attacks with swords too, pretty fundamental move.
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Chase McAbee
 
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Post » Mon Jun 11, 2012 6:27 am

Block, use potions and dodge. his swings are slower easily avoided take advantage of this.
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laila hassan
 
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Post » Mon Jun 11, 2012 6:04 am

I hate the opponent kill cams as well but they don't beat my worst thing that angers me the most about Skyrim and that's the freezing. I had one earlier tonight and I was not happy, I didn't realisticly lose any content but it's just the idea that it had to freeze.
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Jessie Butterfield
 
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Post » Mon Jun 11, 2012 2:59 am

I hate being pulled out of first person view when my character does a finishing move . It doesn't feel right and it is disorienting when I'm also in the middle of combat with more enemies. It makes me feel less connected to the character I'm playing as when it's not over the shoulder view or first person view. I also don't like to see the game's camera go against the http://en.wikipedia.org/wiki/180_degree_rule.
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Hayley O'Gara
 
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Post » Mon Jun 11, 2012 4:43 pm

Boy do I know this feeling...

"Yay! I'm killing evil bandits! This is so cool, and I even get to use my new sw- why am I being pull into third person? What is going on!? I did not tell you to do that ga- WHAT IS THAT GUY WITH THAT AXE DOING?! WHAT ARE YOU DOING AXE GUY!? NO! I WAS ALMOST FINISHED! $@#^%@$%!"

...and that is how I got this peice of plastic lodged into my skull.
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Jesus Sanchez
 
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Post » Mon Jun 11, 2012 2:05 am

What part of "you would have died anyway" is so hard for you people to grasp?
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Taylrea Teodor
 
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Post » Mon Jun 11, 2012 3:36 pm

What ... annoys ... is (for example), I accidentally attacked some huntress of the Companions ~inside the Companion's courtyard. So I played out the fight (before reloading), or so I thought I would; but in the end I was not attacked by others, and the Huntress forgot immediately, and even said the "If you want to hunt with me..." line a minute later.

I hate being pulled out of first person view when my character does a finishing move . It doesn't feel right and it is disorienting when I'm also in the middle of combat with more enemies.
Its not an issue with me, but I don't see why it couldn't or shouldn't have been made an option in the settings; or even added in the patch.
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Brandon Bernardi
 
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Post » Mon Jun 11, 2012 9:07 am

The fact that some people are actually defending the game ripping control away from the player to decide for them what will happen is just hilarious.
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Jeneene Hunte
 
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Post » Mon Jun 11, 2012 3:32 am

The fact that some people are actually defending the game ripping control away from the player to decide for them what will happen is just hilarious.

This interests me. It seems obvious to me that instead of just dying you get an enemy kill animation. You have no control either way.

Why is it you and so many people think you are somehow deprived of control and could have somehow "saved the day" if the animation had not happened? It really does baffle me.

Maybe it's my beastly CRT with 0 lag that shows me the truth ... I dunno.
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Brandi Norton
 
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Post » Mon Jun 11, 2012 6:26 am

This kind of kill cam exist is many other games, for example Resident Evil, you can be killed by any chainsaw guy 1 hited. Those killing blow is not happened after they swing a hit on you, it happens during the middle of the swing animation, why? Because it kills you in 1 hit, if a hit connected and run the animation afterward, well it will be 2 hits kill! (1 hit connect and 1 hit finisher)

I prefer they run the animation during the hit, why? Because the combat looks more smooth, it shows that whether you or the foe is actually making a 1 hit kill!

Getting myself 1 hited, It is my own responsibility. Don't forget it is worked in 2 ways, you can get your kill animation before your hit connected. I don't want to see a killing animation after I killed somebody. So it is your own choice to maximize your stam/mana by raising your chance got 1 hited. If you don't restore your health or keep a low health build, it is perfectly to have kill animation triggered on you more often in my opinion.

But I agree it is nice to add an option to disable it.
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Rich O'Brien
 
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Post » Mon Jun 11, 2012 3:35 am

What part of "you would have died anyway" is so hard for you people to grasp?
The part that I would not have died anyway when I have full health or could have easily rolled away because the bandit is wielding a two-handed hammer.
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City Swagga
 
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Post » Mon Jun 11, 2012 8:20 am

An incredibly bad example of this issue is, for example, when I was fighting a dragon. I was on a decent amount of health, but trying to protect myself from it's fire and bites by hiding behind a large rock, and it's all going well, when suddenly I instantaneously teleport nearly 10m to my left and a dragon eats me. I would have not even have been touched by any other attack. I was completely out of range.
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Danii Brown
 
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Post » Mon Jun 11, 2012 9:12 am

i actually find it good to die a couple of times jsut so i can say "ok that thing is stronger than me i need a better tactic" :D
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Cartoon
 
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Post » Mon Jun 11, 2012 3:10 pm

If a player is choosing the "light armor, shield using, Stamina over Health" play style........... how in the world can they complain when they get thunderstomped by a 2-hand enemy?

Blocking isn't that great at low levels. If you want to actually use the shield to block, you need Shield Wall. Which you can't fill out til far into the game.

It's not enough for the heavy armor guy using a shield. If you are ignoring Health at level up too? Yeesh. Good luck with that. At lower levels you'd do better to never let that shield catch a power attack. Ever. It's passable for the regular attacks. But if you are gonna ignore the Health... I'd dump the shield and go with a "never get hit" dodge strategy that lets you swing a 2 hander or dual wield for more offense.


Anyways, this is about the kill animations? They only happen if the attacking blow is killing you. Which means, even though you are "watching" the animation, you are already dead. It was already decided. Just because it takes 3 seconds to pull off doesn't mean anything. It's already determined that the blow was killing you. It's all show at that point.
I don't think you read this post. People are not saying they are getting killed after taking hits head on from a 2 handed weapon with their frail characters. They are but indeed going for the "dodge all never get hit" strategy but it is being countered by the fact that the game will freeze them for a whole second or two allowing the enemy to make very slow and heavy finishers that they could have dodged if their characters had not been frozen.

What part of "you would have died anyway" is so hard for you people to grasp?
This is the 2nd time you make this exact same post. Please don't bring up a question that has already been answered as that would be spam.

This interests me. It seems obvious to me that instead of just dying you get an enemy kill animation. You have no control either way.

Why is it you and so many people think you are somehow deprived of control and could have somehow "saved the day" if the animation had not happened? It really does baffle me.

Maybe it's my beastly CRT with 0 lag that shows me the truth ... I dunno.
That's better, a different question and a fair one at that. Granted it has been answered along with the other one before but anyway the reason people think they could have saved the day if the animation had not happened is because often you have options that change the scene of the battle instantly yet those animations take time. Instant actions take less time than actions that do take time as they are instant. And even actions that are not instant but only just fast are often faster than slow actions like the ones of many two handed finishers.

An incredibly bad example of this issue is, for example, when I was fighting a dragon. I was on a decent amount of health, but trying to protect myself from it's fire and bites by hiding behind a large rock, and it's all going well, when suddenly I instantaneously teleport nearly 10m to my left and a dragon eats me. I would have not even have been touched by any other attack. I was completely out of range.
Indeed, it is due to factors like these as well that those kills should not happen. If those defending it wish to speak realism I'd like to see the argument for teleporting the PC to an NPC for a finisher.

i actually find it good to die a couple of times jsut so i can say "ok that thing is stronger than me i need a better tactic" :biggrin:
Sometimes the tactic can be fine yet the game mechanics will render them useless. Like the post above yours is probably one of the most cliché dragon fighting tactics you will find in fantasy, to hide behind a rock as the dragon is trying to cover you in fire just to strike out once it closes its mouth. Yet in Skyrim unlike in most other fantasy you can get teleported away from the cover of your rock just to get frozen and killed without any options to fight back.

Now is the tactic bad or are the game mechanics bad ?
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RUby DIaz
 
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Post » Mon Jun 11, 2012 1:12 pm

I HATE FIGHTING 2 HANDERS. seriously you gotta sprint away and sprint back to avoid their regular attacks. they are too wide to move out of the way of, and if you don't have block or you dual wield you have to sprint away and sprint back so you don;t get killed in 3 hits. You gotta save your power attacks to interrupt theirs or you get one shotted. the removal of the acrobatics roll made them horribe horrible horrible to fight
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Emmanuel Morales
 
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Post » Mon Jun 11, 2012 2:24 am

Come on now. You just don't have enough health/armor. The 2 handed power attack doubles the hit and he just laid a power attack on you. When the hit will for sure kill you you get the finish animation. This works for you too. It's perfectly fair.

absolutely not. what if you decide to bash him last minute? it would have interrupted his power attack. instead you can't because as soon as he "clicks" attack it starts the cutscene. before he even swings. you find out hes power attacking you by watching yourself die. it completely robs you of the chance to save yourself. how the hell is that fair? The cutscene should follow his final hit that takes your health to zero, not start when he PROBABLY will

or lets say you have a spell charged up or you wanna fus him. as soon as you see him raise his weapon for a power attack, you let go and he flies back or dies or whatever. Before his swing falls. If you're health is low... you can't. You just die when he decides to attack you. All the time you have to either shout or interrupt him with a bash or sprint away or pop a potion is taken away from you. Why does my character even have 100 health if I lose control of him when it gets down to 35?

It blows my mind that some people can not understand this.
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Stephanie Nieves
 
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