There is only 1 thing needed to make combat great

Post » Thu Jun 07, 2012 2:36 am

Make the enemies react to being hit. If you hit someone's shoulder, the shoulder should move back in a physics based way, or an arrow to the chest should cause the enemy to recoil and maybe stagger. You can already see this in the game just before you kill someone, shoot an arrow at their head and their head will snap back in a physics based way as they rag doll on the floor, we need this kind of thing DURING combat not just at the end when they are about to be killed. Allow for enemies to fall as well from blows. I imagine this kind of physics based reactivity would be hard if not impossible to do in a gamebryo based engine (or derivative like creation) but its really what would make combat so exciting and fun.

One additional thing they might consider is sword/weapon clashes. But the first point is the main point.

Check out this video of Dark Messiah, which to me is one of the best combat system in games. You will see the physics based reactivity.

http://www.youtube.com/watch?v=vL20ElnIsWM

The company who made Dark Messiah, Arkane studios, is now owned by Bethesda!! So clearly the talent for such a system is there.
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brian adkins
 
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Post » Wed Jun 06, 2012 10:46 pm

that would be nice but....2 words....localized damage.
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Bitter End
 
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Post » Thu Jun 07, 2012 1:17 am

Ya that should be a part of it as well? Whats wrong with that ?
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Karl harris
 
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Post » Wed Jun 06, 2012 7:12 pm

currently there is no localized damage. hit a guy in the throat with an arrow and it's the same damage as if you hit him in the toe. needs to be fixed. i'd prefer this fixed before combat physics are implemented. hopefully mods can accomplish this since beth doesn't seem to inclined to work on it.
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Hilm Music
 
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Post » Wed Jun 06, 2012 4:00 pm

It would be ideal for a combat system in skyrim. But where do you fit in all them commands? Cross weapons, kick, stab with one, stab with the other. Just not enough buttons :confused:.
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Kortniie Dumont
 
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Post » Wed Jun 06, 2012 8:54 pm

currently there is no localized damage. hit a guy in the throat with an arrow and it's the same damage as if you hit him in the toe. needs to be fixed. i'd prefer this fixed before combat physics are implemented. hopefully mods can accomplish this since beth doesn't seem to inclined to work on it.

Oh I see what you are saying. I did think there way some localization (like an arrow to the head does more damage than the toe) but i could be wrong. This would definitely help as well. I think this would be much easier to implement by modders than my suggestion.

It would be ideal for a combat system in skyrim. But where do you fit in all them commands? Cross weapons, kick, stab with one, stab with the other. Just not enough buttons :confused:.

You don't need anymore buttons. Dark messiah was released on PC and 360 and controlled just fine. First of all, I don't advocate the kick function because I felt it was overpowered and didn't add anything to combat enjoyment in dark messiah. Secondly you can easily attack with either handed weapons as it stands now, I am not suggesting changing that somehow, only change the way enemies react to being hit.
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Jonny
 
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Post » Thu Jun 07, 2012 5:16 am

Oh I see what you are saying. I did think there way some localization (like an arrow to the head does more damage than the toe) but i could be wrong. This would definitely help as well. I think this would be much easier to implement by modders than my suggestion.

nope, no localized damage. i can 1 shot a bandit in the head or leg. if you shoot a guy in the leg should he die? don't think so.
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Melis Hristina
 
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Post » Thu Jun 07, 2012 4:33 am

Combat so far has been nothing but a slashfest for me, and that is for the reason you mention.

Attacks should be interrupted, through landing a strike, blocking or parrying. This way, combat becomes less relentless clicking, and more tactical and enjoyable.
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meg knight
 
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Post » Wed Jun 06, 2012 5:51 pm

You don't need anymore buttons. Dark messiah was released on PC and 360 and controlled just fine. First of all, I don't advocate the kick function because I felt it was overpowered and didn't add anything to combat enjoyment in dark messiah. Secondly you can easily attack with either handed weapons as it stands now, I am not suggesting changing that somehow, only change the way enemies react to being hit.
Ah okay, fair enough then, fallout did the localised damage system well. I see what you mean about the enemies (and your) reaction to being hit, it could be better. I don't see it happening though.

Hadn't heard of that game before, the combat system does look quite good tbh. But the reviews are terrible, is it any good?
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Toby Green
 
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Post » Thu Jun 07, 2012 3:10 am

repeat.
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Ross
 
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Post » Wed Jun 06, 2012 3:52 pm

Oh I see what you are saying. I did think there way some localization (like an arrow to the head does more damage than the toe) but i could be wrong. This would definitely help as well. I think this would be much easier to implement by modders than my suggestion.



You don't need anymore buttons. Dark messiah was released on PC and 360 and controlled just fine. First of all, I don't advocate the kick function because I felt it was overpowered and didn't add anything to combat enjoyment in dark messiah. Secondly you can easily attack with either handed weapons as it stands now, I am not suggesting changing that somehow, only change the way enemies react to being hit.

Well I know for a fact that an arrow to the face is more likely to stun your character than one to the gut, I have been hit by an arrow to the face and staggered with almost all my health still there, but then I took an arrow to the knee. But seriously, also the kick function was slightly overpowered when in one on one, but became extremely useful on higher difficulties when facing huge mobs. I just wish weapons were more unique in their power by which I mean how they hit, great weapons should stagger an opponent way more than a dagger would and possibly knock them down while a dagger should be able to penetrate armor better and a standard sword would be flexible. The hit should also visually show.

If I swing an axe at someone it would be nice to feel some drag to it when it came back out, doesn't make sense for an axe to make a clean hit through a person wearing nothing but animal fur. maces should do greater damage to armored opponents and stagger them especially if hit in the head, all sharp weapons should have a slight effect of bleeding or continual damage. Something like dark souls has where certain weapons are so sharp that the wounds continually bleed. Weapons should be attuned to the lore of the materials they are made from, an elven sword should not weigh more than an iron or steel sword since lore wise I assume the material is a lighter more flexible smelting process to smith with.

The Elven variety should be lighter and faster on the swing than iron or steel but slightly weaker in damage to balance the speed, while iron or steel should be heavier and slower on the swing it should also deal more damage than an elven weapon and cause opponents to stagger more so as well. Daggers should always have the fastest attack speed but deal the least damage as well as have unique attack animations, you cant swing a dagger the same way youd do a sword and get the same effect. Also daggers shouldnt be able to pierce heavy duty armor such as Ebony Daedric Dragon and Orcish instead the damage should be reduced. Dwarven Steel and Iron should receive normal damage from a dagger while all light armors should take higher damage from daggers since the original intent for a dagger was to penetrate lighter mails and armor as it was traditionally a stealth weapon.

Maces should do a slight bit more damage to heavy armor than a sword would however swords should have a better effect on lighter armor in return. Greatweapons in general should also have stopping power that varies with weapon type, a great hammer should be able to knock back enemies more often and also knock them down much more efficiently than a greatsword while battle axes should be in the middle. Also armor should have been balanced to be effective to different things, taking an arrow to the gut should be harder on a lightly armored pc compared to a heavily armored one, however a heavily armored pc should take more hits than a lightly armored one solely on mobility and maneuvering. Hits should also register in the sense that if I hit something armored the hit could be deflected by the armor depending on my weapon of choice as well as my attack patterns from thrusts to slashes or even sweeps. Armor weight should also affect your attack speed, a heavily armored person should be fatigued more often when swing wildy than a lightly armored person.

As for full on contact if I hit an armored opponent with a mace, he should show some signs of trauma as IRL. Depending on where they were hit. If hit in the head they should grab their face as a mace blow to the head IRL would be fatal so show that they may have had skull fractures or a neck injury by having the opponent stagger while clinging to the part that has been injured. They should also bring in the dismemberment from fallout to a certain degree, by this I mean the crippled limbs feature. If i hit an enemy in the arm with an axe or mace enough, the bone should shatter, this should in turn reduce movement speed if its the legs or attack speed if the arms, if the torso they should take more damage, if the head they should loose focus now and then even to the point of losing battle presence and forgetting they are fighting for their life, even if just standing there dazed. Cripple both legs and an opponent should slow down to a limping crawl clutching walls as they try to flee instead of speed limping like was done in fallout 3 and NV. After a while as well this is already in but needs to be explored more since its not so common. Enemies should cut their losses and flee, what do i mean? If i just killed 4 or 5 of your buddies with no trouble, you would probably start running for safety or even beg to be let live. What i dislike about how it was done in Skyrim is that they will get back up after a second of being on their knees and just continue attacking, now this is understandable for maybe undead daedra or a wild animals like sabre cats, but even they should flee from time to time and not return, I have seen some wolves i have fought leave only to come right back and die to my hands, this needs a bit of a fix. No animal, no matter how dumb would continue to fight once it sees its life is in danger, i want to see a dragon flee, maybe come back once it fully recovered yes but not within an inch of its life, wolves should try to limp away from you, same for bears. Giants should try to outrun you, and bandits should have their fight or flight response switch to flight once they see the hopelessness of the situation. Thats my two scents.
Also yeah enemies should definetly act like they have been hit by a weapon of death and not a feather. If I am hacking away at you should take maybe 3 hits depending on the speed to stagger you, not like 10 or 20 because after 10-20 hits IRL most of us would be on the floor bleeding to death especially from a battle axe.
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Karen anwyn Green
 
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Post » Wed Jun 06, 2012 7:49 pm

... but then I took an arrow to the knee

*sigh*

It was only a matter of time...
-Loth
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Stephanie Nieves
 
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Post » Thu Jun 07, 2012 6:25 am

this and localized damage for TES VI

of course with localized damage bows will have to be slightly less accurate until higher levels less you headshot every time
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Taylor Tifany
 
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Post » Thu Jun 07, 2012 12:58 am

In theory, the game mechanics for localized damage are already in Skyrim, unless the devs wiped that part out of the game engine instead of simply ignoring it. A mod should be able to "re-awaken" that part of the game mechanics, and with some skillful scripting, things like limb injury and headshotting (like Fallout 3 and FNV) are possible to add.

-Loth
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Yonah
 
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Post » Wed Jun 06, 2012 3:35 pm

It would be ideal for a combat system in skyrim. But where do you fit in all them commands? Cross weapons, kick, stab with one, stab with the other. Just not enough buttons :confused:.

Maybe next gen consoles will allow mouse+keyboard setups. They really should do this already TBH, there are many sorts of games that a controller doesn't work as well with.
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Czar Kahchi
 
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Post » Thu Jun 07, 2012 4:03 am

Maybe next gen consoles will allow mouse+keyboard setups. They really should do this already TBH, there are many sorts of games that a controller doesn't work as well with.
Sounds good, or just add more buttons. (xbox) The controller could easily have 2 rb and lb buttons, another yxab button would be fine to.
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carla
 
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Post » Thu Jun 07, 2012 4:30 am

Make the enemies react to being hit. If you hit someone's shoulder, the shoulder should move back in a physics based way, or an arrow to the chest should cause the enemy to recoil and maybe stagger. You can already see this in the game just before you kill someone, shoot an arrow at their head and their head will snap back in a physics based way as they rag doll on the floor, we need this kind of thing DURING combat not just at the end when they are about to be killed. Allow for enemies to fall as well from blows. I imagine this kind of physics based reactivity would be hard if not impossible to do in a gamebryo based engine (or derivative like creation) but its really what would make combat so exciting and fun.

Really? :huh:

(Also, if they do it for them, it should effect you as well. Not really interested in constantly being bounced around my screen as crap hits me. That got old with the annoying constant-stagger trolls in Oblivion. :sad: )
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Flesh Tunnel
 
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Post » Wed Jun 06, 2012 6:02 pm

As for Archery, after adding location based damage you can make aim more challenging with a dynamic aiming system thats in Mount and Blade (the other based combat system in all games). The way it works is when you draw an arrow, 3 reticules start from wide out and narrow in and show the region in which the arrow is more likely to fly. You can't do insta-draw-shots with good aim just like in real life, but as you wait a slight moment the reticule closes tight allowing you to do precise shots (simulating actually trying to aim a bow in real life). If you hold too long however you start to get a bit unstable and the reticule starts opening up again adding variability to the place your arrow will go (again like in real life, when you are holding that much draw weight your hand starts getting tired and you will start getting inaccurate).

It might seem confusing but just look at this video and the aiming reticule.

http://www.youtube.com/watch?v=v568lEsNsUQ
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victoria gillis
 
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Post » Thu Jun 07, 2012 4:56 am

Really? :huh: (Also, if they do it for them, it should effect you as well. Not really interested in constantly being bounced around my screen as crap hits me. That got old with the annoying constant-stagger trolls in Oblivion. :sad: )

Completely agree! You should be stagger, possibly fall, etc. This would make combat amazing.
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Mariaa EM.
 
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Post » Wed Jun 06, 2012 3:16 pm

As for Archery, after adding location based damage you can make aim more challenging with a dynamic aiming system thats in Mount and Blade (the other based combat system in all games). The way it works is when you draw an arrow, 3 reticules start from wide out and narrow in and show the region in which the arrow is more likely to fly. You can't do insta-draw-shots with good aim just like in real life, but as you wait a slight moment the reticule closes tight allowing you to do precise shots (simulating actually trying to aim a bow in real life). If you hold too long however you start to get a bit unstable and the reticule starts opening up again adding variability to the place your arrow will go (again like in real life, when you are holding that much draw weight your hand starts getting tired and you will start getting inaccurate).

It might seem confusing but just look at this video and the aiming reticule.

http://www.youtube.com/watch?v=v568lEsNsUQ
I like how you can see all your weapons on your character in that. Definitely another feature to include(someone will likely mod this).
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Katey Meyer
 
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Post » Wed Jun 06, 2012 3:34 pm

This would be interesting, although I can see a huge learning curve being present if the stagger physics are the same for the player. Less coordinated players or players with slower reaction time would be getting their asses handed to them. Maybe less reaction for the player or the ability to turn it off?

@Anthotis: The reason that works in M&B is because you can only have like 2 weapons on you at any one time. There would need to be some kind of "Active Weapons" system that kept the 3-4 weapons you used often equipped to the body or something.
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Cayal
 
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Post » Thu Jun 07, 2012 1:07 am

What is this?

http://tesalliance.org/forums/index.php?/files/file/1066-duke-patricks-combattweaks/

It looks like a skyrim combat mod, one of the features is "Actors react more to getting hit!".

Has anyone tried this?
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Charlotte Henderson
 
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Post » Thu Jun 07, 2012 2:19 am

Completely agree! You should be stagger, possibly fall, etc. This would make combat amazingly annoying

:tongue:
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Marlo Stanfield
 
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Post » Wed Jun 06, 2012 10:34 pm

I agree with the NPC reacting to where they are hit, if the shot is powerfull enough, and localised damage boxes for more or less damage.

On another note, perhaps they could introduce back the % chance to hit the target based on your skill with the weapon, you know, the dice roll style from Morrowind. But i cant see them doing so, as the new wider player base, which the game has been changed since MW to satisfy, would start being displeased.
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Adam
 
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Post » Wed Jun 06, 2012 6:43 pm

hit a guy in the throat with an arrow and it's the same damage as if you hit him in the toe.

Sorry, this put such a funny image in my head; shoot a guy in the throat; the guy survives and walks around like 'omg! What was that!' vs shooting a guy in the toe, and he instantly keels over and dies :lmao:

I don't use archery at the moment, so I've never experienced that!
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Nicole M
 
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