zwanzig_zwoelf
Guest
I guess I knew what he was thinking about.
Combat is shit in all Elder Scrolls games
Combat is pretty good in Daggerfall. One of the absolute best in a first person RPG.
Guilds are pretty much the thing I play ES games for and Daggerfall just sucks the life out of them.
Yes, "go fetch # many of X item", "kill X creature"; the epitome of ES guild quests which haven't changed since Daggerfall. Except you can be the master of every guild in later games.
LOL
Daggerfall had the balls to kick your sorry ass out of a guild when you did things your guild didn't agree with.
Actually no. I when confronted by enemy NPCs in melee the foolproof tactics trumping any sort of numerical advantage is running backwards while waving your mouse left and right, you know you have a problem. Even Morrowind had better combat although swinging in the direction of mouse movement was a good idea.Combat is pretty good in Daggerfall. One of the absolute best in a first person RPG.
Advancing to mastery is bad idea (especially when it lacks consequences), but there were mutually exclusive organizations in Morrowind (great houses) and even Skyrim (civil war).Yes, "go fetch # many of X item", "kill X creature"; the epitome of ES guild quests which haven't changed since Daggerfall. Except you can be the master of every guild in later games.
LOL
Daggerfall had the balls to kick your sorry ass out of a guild when you did things your guild didn't agree with.
for this part.Dungeons are serious business in Daggerfall. Going into a dungeon, searching for your objective, getting lost, running into a section that you passed through before and feeling that relief of finally knowing where you are, finding your way out. Until you realise that there is a limited number of dungeon configurations and that you can eventually memorize all of them, dungeons are serious fucking business in Daggerfall and every single dungeon feels like an adventure epic. It's something unknown and dangerous the way it should be. What's not to love?
In most other games and especially in other TES games, It's a theme park ride.
Actually no. I when confronted by enemy NPCs in melee the foolproof tactics trumping any sort of numerical advantage is running backwards while waving your mouse left and right, you know you have a problem. Even Morrowind had better combat although swinging in the direction of mouse movement was a good idea.Combat is pretty good in Daggerfall. One of the absolute best in a first person RPG.
Also, +to-hit on materials was a horrid idea.
Additionally Daggerfall had mostly really bad quests a significant majority of which sent you dungeons for horribly contrived reasons:
-ohai we need some mummy wrappings
-great, I'll see local alchemist right away, or go to the local dungeon I know that is full of mummies!
-nono, we need particular bit of mummy wrappings, it's somewhere in dungeon of horrid doom and will be laying in a closet or in the middle of corridor for no discernible reason
-wait what.
You know something is wrong when you miss a fucking mudcrab constantly for 50 swings.
You know something is wrong when you miss a fucking mudcrab constantly for 50 swings.
This problem gets overblown way too much. The only time you'll really miss enemies with any great frequency is at the beginning of the game.
Not any more than Morrowind's. I would even argue that less so - stagger, range, weapon attack rate, blocking, and knockdown (not KO!) were all exclusive to MW. I also don't think DF had nonlinear damage reduction as part of its armor system. It had an elegant control scheme, but no more than that. Ok, it had damage multiplier for whacking skeletons with a maul.Daggerfall's combat is quite very elegant, full of behind-the-scenes intricacies
Except some were actually heavier. Morrowind is the closest the series came to actual interesting material system, and the furthest it departed from + notation of D&D.I think TH per materials is meant it to represent how easier it's to control a weapon with improved (and lighter) materials.
Different quest template. I'm not speaking of hunting down escaped whatever.Additionally Daggerfall had mostly really bad quests a significant majority of which sent you dungeons for horribly contrived reasons:
-ohai we need some mummy wrappings
-great, I'll see local alchemist right away, or go to the local dungeon I know that is full of mummies!
-nono, we need particular bit of mummy wrappings, it's somewhere in dungeon of horrid doom and will be laying in a closet or in the middle of corridor for no discernible reason
-wait what.
It was a particular mummy used in a magical experiment gone wrong, of course you need that particular mummy!
...while out of fatigue and swinging a weapon you're totally unfamiliar with.You know something is wrong when you miss a fucking mudcrab constantly for 50 swings.
This problem gets overblown way too much. The only time you'll really miss enemies with any great frequency is at the beginning of the game.
BTW: This reminds of some dude talking about his first adventure in Morrowind when he was a spoiled brat - after getting a weapon (no armour, I think) and running around SN like headless chicken (exhausting his fatigue) he decided to attack some random villager (Eldafire, possibly) on this small plank bridge over about knee-deep water. He missed, then got punched in the face, fell into the water and drowned before he could get back up.Unless you are out of fatigue.
He missed, then got punched in the face, fell into the water and drowned before he could get back up
Combat doesn't work in any TES game, because it's half reaction based and half rpg based. You either go top down and rpg based where your experience of combat is abstract enough for a hit to be a glancing blow or one through the head, making it all skill/stat based. Or you go skill based and do something that only now a fucking indie dev figured out in Chivalry: Medieval Warfare.
Eh, maybe a hybrid could work. I envision something like Chivalry, where the combat difficulty is increased the lower your skills are. Basically the combat is skill based, but you get gimped in lower levels, and it's real easy to move around and stab people in the face with a maxed out skill.
This.as your character learns how to wield a weapon, he actually used the weapon better.
I don't know, I am not sure if level scaling has to be a problem, if it is done right.There are alot of retards from bethesda fan base that have the fallowing thinking: "It is an open world game I should be able of goint to any place I want with level 1". Bethesda try to appeal to those morons making almost all enemies level scaled (not as extreme as Oblivion but still very annoying), if all enemies are level scaled, if the loot isn't, then a player can easily brake balance by getting a very powerful item while all enemies are scaled on a low level, so loot become level scaled too.
Fucking this.
This is the single most annoying, atrocious, abominable thing about Oblivion/Skyrim.
Bump andActually no. I when confronted by enemy NPCs in melee the foolproof tactics trumping any sort of numerical advantage is running backwards while waving your mouse left and right, you know you have a problem. Even Morrowind had better combat although swinging in the direction of mouse movement was a good idea.Combat is pretty good in Daggerfall. One of the absolute best in a first person RPG.
Also, +to-hit on materials was a horrid idea.
Daggerfall's combat is quite very elegant, full of behind-the-scenes intricacies and it's actually (in my opinion) fun as opposed to most other first person "action" combat (to weed out static combat like Wizardry). MW's combat, in comparison, while built upon the correct RP fundamentals, is inaptly implemented. You know something is wrong when you miss a fucking mudcrab constantly for 50 swings. It's not pulling acrobatics on you FFS. There is a lot of factors behind TH in Daggerfall. It's pretty wooden and flawed in MW.
Therefore, exploits of DF combat > shortcomings of MW combat.