Well, anyone played Matrix Online there?
I heard it has a great animation system for dodges and stuff.
As for the system, I, woe on me, prefer manually controlled combat. I just find it fun, and I have fast enough reflexes to complement my brain power
.
Anyway, I understand people who liked Fallout or other games with 'point&click' type combat, yet that does not mean it's superior to manual control.
Less discriminating to players, yes. Allow more freedom in playing a role to those ‘discriminated’ by the twitchy system. Yet manual control allows more immersion for those who like it.
Anyway, when cater to players with undeveloped brains, it's a crime.
When you cater to people with slow reflexes, it's sure great.
...
Hypocrisy senses tingling!
Well, if we were talking about a REAL fencing sim, where a split-second difference can mean win or lose - ok, I agree. It means that very few people will be able to play the game at all.
That’s like making a game only people like photographic memory and/or IQ more then 200 will be able to play.
But I doubt that Oblivion combat will be THIS twitch-based.
I mean, you have only blocking, not deflecting, and I already noted that only rogues will depend on heavy dodging in combat... and not that rogues are bound to fight at all!
Remeber Thief... combat there was a sign that you failed somewhere in you planning, let yourself be seen, failed to kill your mark in one ranget shot, etc.
...
Hmm, ok, I'm wrong. 'Ninja'-types will get a lot of twitch indeed.
Oh well, slow-mo from MWE (I really hope that it, or equivalent will be ported to Oblivion) will help a lot even for the lame-handed among us, that want to play ninjas out of inferiority complex :D.
Anyway, to sum it up, I understand people wanting 'no player skills involved at all' combat. I was bitching about 'using your own skills is TEH BEST roleplay in STALKER' too, yet I like manual combat controls and have fast enough reflexes, therefore I, being a selfish bastard, welcome the change in combat. :twisted: