Probably one of the most angering things that happens to me

Post » Mon Jun 11, 2012 10:29 am

I wasn't trying to be nasty, it's just how I debate when presented with something that I feel is completely made up. You're fluffing the Skyrim combat system to the point of rediculus. I never argued that 2H weapons have longer reaches-- they obviously do-- but you basically said that you can use this reach to "keep the enemy at bay" which we both know is total BS. You can't. They close the gap and attack with a dagger no problem-- yes you can stunlock them with a power attack but reach has NOTHING to do with that.



But you DID insinuate that Skyrim's combat is both deep AND tactical. Read your own posts, they make it look like this is more tactical than a PvP RTS game! I call them "stun locking" because that's what it is. I call an apple an apple. As for exploiting, it's exploiting GAME MECHANICS, not some kind of realistic simulation of actual combat exploits.
The way to take advantage of the reach is to attack 2-3 times and then launch a standing power attack to back your enemy up and then repeat, keeping him from closing the distance. Just because a tactic involves knocking the opponent off balance doesn't mean it is simply "stun locking" and requires no talent. Much of real melee combat involves knocking opponents off balance. I have not fabricated anything in my arguments, nor have I presented Skyrim as a tactical masterpiece. However, it does involve some tactics, most of which revolve around certain elements, such as knocking opponents off balance and utilizing power attack bonuses. The game becomes more tactical as your skill trees blossom and combat is diversified with new skills, such as the shield wall charge or the various added power attack bonuses. I do agree with you that stamina is downplayed and that a system such as that which you proposed which stipulates power attacks would be more realistic and enjoyable.
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Maya Maya
 
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Post » Mon Jun 11, 2012 6:40 am

We could also consider a mini game of pressing buttons in the proper sequence to dodge the skewering...?


I've notice people do not like mini games interrupting action sequences IN Rpgs atleast, so I didn't mention that


Cliffraysa I'd believe what you say if there was any resemblance to inconviencing NPC's in Skyrim and making them fight less than 100 percent, sadly thats not there. maybe its your wording, but dipping in combat isn't.....ok its a tactic but nothing to be lauded about really. Combat in Skyrim is pretty straightforward and your not in any unobvious rewarded or punished for doing anything "different"...which I must say is a short list.
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Shaylee Shaw
 
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Post » Mon Jun 11, 2012 7:05 am

There's a mod out there that's already fixed this. I guess you're SOL if on a console, though.
Yeah it's unfortunate, if I could afford a better computer I would definitely play on one. The woes of jobless, unmotivated highschool adolescence and its perpetual brokeness.
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Cedric Pearson
 
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Post » Mon Jun 11, 2012 3:36 am

I've notice people do not like mini games interrupting action sequences IN Rpgs atleast, so I didn't mention that

i could be wrong, but, a jest he made, i think.

it's what my brain went to, as well.

no button combos, please.
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Amy Masters
 
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Post » Mon Jun 11, 2012 4:47 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.

It's not fair in any aspect. The engine automatically decides that you are going to be hit with that attack and kills you. While in reality, you would still have plenty of time to pull up your shield, hit the favs for some potions, ect. That being said, I love it.
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Matt Terry
 
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Post » Mon Jun 11, 2012 7:34 am

Yeah it's unfortunate, if I could afford a better computer I would definitely play on one. The woes of jobless, unmotivated highschool adolescence and its perpetual brokeness.

High school?! You write way above that level, keep it up.

Back to auto-kill: I don't really see a viable solution other than to define a resource ratio required to execute it... other than removing it from the game altogether.
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Janette Segura
 
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Post » Mon Jun 11, 2012 4:04 am

i can only imagine ranged kill cams. that would get real annoying
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Saul C
 
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Post » Mon Jun 11, 2012 2:23 pm

We could also consider a mini game of pressing buttons in the proper sequence to dodge the skewering...?

Oh lord no!!! :down: Hate those things.

I agree that some sort of adjustment on when they fire is called for . . .less health, something like that.
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Jade MacSpade
 
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Post » Mon Jun 11, 2012 1:45 pm

You CAN bait and dodge in this game, this is what he means by "make the opponent fight at your pace". Correctly timed blocking and bashing is also a skill. The Quick Reflex skill literally let's you dance around your opponent. This is an example of dodging.

http://www.youtube.com/watch?v=xB1dvzeAo0U

All of this are lost when the kill animation is triggered. I had it trigger on my permanent-level-1 master-difficulty robes-wearing high-elf at full health, repeatly, by the same bandit chief. I had to waste charges on my Frost Atronach Staff.
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Steve Smith
 
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Post » Mon Jun 11, 2012 4:40 am

High school?! You write way above that level, keep it up.

Back to auto-kill: I don't really see a viable solution other than to define a resource ratio required to execute it... other than removing it from the game altogether.
I would rather see it stay either way, but a resource level would improve it.
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Lindsay Dunn
 
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Post » Mon Jun 11, 2012 6:22 am

I could have taken a health poultice in the time it took for that two-handed bandit to wind up his attack, but I guess the game doesn't take that into consideration.
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James Wilson
 
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Post » Mon Jun 11, 2012 2:51 pm

I could have taken a health poultice in the time it took for that two-handed bandit to wind up his attack, but I guess the game doesn't take that into consideration.
That's actually something that bothers me. Who has time to chug four quarts of health potion in the midst of a battle? I just pretend my armor absorbed the damage regained from health potions. But back on topic, I think everyone agrees that in many contexts, especially when your character is surrounded by enemies, kill animations are too drawn out. They should be adapted to circumstance or removed when you are taking on multiple enemies.
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Daniel Brown
 
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Post » Mon Jun 11, 2012 12:24 pm

I think enemy kill moves should be triggered after they kill you. So if you have only little health and the attack does way more damage, then instead of instantly dying your control freezes and the enemy makes a second, scenic attack. This way it is always possible to dodge the fatal attack or to drink a potion before the strike hits (whether that makes sense or not).
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I love YOu
 
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Post » Mon Jun 11, 2012 1:20 pm

That's actually something that bothers me. Who has time to chug four quarts of health potion in the midst of a battle? I just pretend my armor absorbed the damage regained from health potions. But back on topic, I think everyone agrees that in many contexts, especially when your character is surrounded by enemies, kill animations are too drawn out. They should be adapted to circumstance or removed when you are taking on multiple enemies.

Oh I agree that chugging a bunch of potions or eating a lot of food before the final attack is unrealistic and I don't do it. But some of these attacks come when my character has a good amount of health left and one quick swig of a health poultice would have topped him off.
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renee Duhamel
 
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Post » Mon Jun 11, 2012 7:09 am

Like the argument you wouldn't continue? :biggrin:

It IS click, click, click. Unless you're sword 'n board or actually use your 2H weapon to block-- it's clickity click click. Magic is click and hold. And please don't go on about how there's this array of complex strategy involved in Skyrim combat. I've tried it all. The ONLY thing I could even remotely call "tactical" is Master difficulty, no follower, sword 'n board, and restoration.

And don't tell me you're dodging power attacks. You're not. Unless you have the block perk to slow time, you're not. You mentioned something before about waiting until your enemy is out of stamina, which is also BS because you can't tell how much stamina they have AND stamina is a broken resource (if I have ONE point of stamina I can perform any stamina-required ability).



I promise you've never used a sneak roll to dodge a strike. You're lying. We're all playing the same game here. You don't "retreat" unless you're doing so to cast a Resto spell. Your enemy moves as fast as you do. Your imagination is quite vivid. Your enemy's pace of combat does not have anything to do with your own.

Edit: "Force the enemy to adapt to your pace of combat"??? Are we playing the same game???
Lol, I know. This guy is so full of it. It seems like he hasn't even played the game.
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liz barnes
 
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Post » Mon Jun 11, 2012 6:51 am

That's actually something that bothers me. Who has time to chug four quarts of health potion in the midst of a battle? I just pretend my armor absorbed the damage regained from health potions. But back on topic, I think everyone agrees that in many contexts, especially when your character is surrounded by enemies, kill animations are too drawn out. They should be adapted to circumstance or removed when you are taking on multiple enemies.
You ask this, but what I ask is, how does this red drink seal all of my open gashes, broken bones, and burns?
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Andy durkan
 
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Post » Mon Jun 11, 2012 5:58 am

Honestly, I do get pissed by this, but what has to be the most painful part of the whole experience is the [censored] animation itself. Anyone else almost always have the blade completely miss their body in the animation and float in the air, skewered on a knife 5 feet away?
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Batricia Alele
 
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Post » Mon Jun 11, 2012 8:13 am

One way is to disable kill moves against the player character.

Instead, when his health is reduced to zero, all control is taken from player and the character falls on his knees.

The enemy will then perform the kill move or if enemy does not have one, the player character will (in the voice of an angry Oblivion dunmer) "fall down and bleed to death" after 3 seconds.

Kill animation on NPC will remain the same.
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Robert Devlin
 
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Post » Mon Jun 11, 2012 3:30 am

I've been caught out by an enemy kill cam no more than five times in over 300+ hours of gameplay, I enjoy them. It isn't very often the game manages to defeat me and when it does, I think "Oh, well dayum!"

I don't see how it can cause this much butt-hurt?
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JAY
 
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Post » Mon Jun 11, 2012 7:31 am

High school?! You write way above that level, keep it up.
That's not a terribly uncommon way for a highschooler to write. Yes, there are some dropkicks who have terrible literacy, but you don't need to be a genius or over 18 to use words like "perpetual".
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Izzy Coleman
 
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Post » Mon Jun 11, 2012 5:59 am

No I wouldn't; I would easily dodge such a slow power attack (merely running to the side mind you, seeing as we weren't given dodging mechanics, badly enough). Instead, I'm forced to 3rd person (interrupting my 1st person play) and made to watch as my character stands idly for 3 seconds (which I could have easily used to escape said attack) while his head gets split open. It's idiotic. That power attack is made to connect automatically where I could have dodged it; it removes player control. There really is no justifying it.
Youre just mad cuz you died, call the whaaa police, if the animation would have not happened, you would have died anyhow, that is how it works. He also may have scored a critical, again, meaning you would have been dead regardless.
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Abi Emily
 
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Post » Mon Jun 11, 2012 4:14 pm

Youre just mad cuz you died, call the whaaa police, if the animation would have not happened, you would have died anyhow, that is how it works. He also may have scored a critical, again, meaning you would have been dead regardless.
Unless he did one of the many things mentioned in this thread, like drink a potion, step back or sideways fast enough, block with a shield etc.
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JAY
 
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Post » Mon Jun 11, 2012 2:32 am

In addition to this issue, it seems to me that finishing moves are stronger than a typical power attack. Sometimes they seem to take off ridiculous amounts of health.
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Skrapp Stephens
 
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Post » Mon Jun 11, 2012 9:11 am

Unless he did one of the many things mentioned in this thread, like drink a potion, step back or sideways fast enough, block with a shield etc.
Exactly, its soo easy, i have a master wizard with 900 magicka and 250 health, and i have no perks in any warrior or thief perks, just mage perks, and currently am using HA and shields to level up more, and still i have no problem using any of the already mentoned strats.
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jennie xhx
 
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Post » Mon Jun 11, 2012 2:36 pm

In addition to this issue, it seems to me that finishing moves are stronger than a typical power attack. Sometimes they seem to take off ridiculous amounts of health.
NPCs can get critical strikes as well.
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Eileen Collinson
 
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