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I was wrong

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
hussar said:
Drakron, that was a trivial argument. TES is a first person role playing game, and it's real time. The combat is never a twitch fest and nowhere near Unreal or Serious Sam. Yes your skill is involved so are stats and to a much greater degree. In fact your skill input is so trivial that one would have to be a retard not to be able aim a mouse at few enemies. Basically if you can click on an icon in Windows you can fight in TES. The rest is where stats come in. Moreover just like GhanBuriGhan said your skill is always involved in any game otherwise it would be a screensaver (DS anyone :wink: )

No its not.

In morrowind you selected the enemy and decided when to attack, the ability to actually hit the enemy depended on the character stats and the enemy stats.

In Oblivion that ended, you aim at a emeny and will hit it, damange will depend on stats but you will ALWAYS hit the enemy.

That is a serious departure of gameplay mechanics, the whole thing about being hit on not depends on player relexes and not character stats.

That is my major complain, I know very well I am against the Xbox "Lol, why cannot hit the enemy when I attack?" arguments that pretty much show the game mechanics is dumb down to please a certain demographic.

Saying "it have to be done" its put crap, the only reason that argument shows up was that there was no "you missed" animations in Morrowind, if there was I bet very few would complain.

So instead of adding such animations to be visual cues of combat they simply removed the whole missing deal, that is removal of features because developers are simply TOO LAZY to implement a more effective alternative.
 

Atrokkus

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but to use another weapon against creatures like Ore Golems.
What's so bad in that? It's obvious. Just like arrows are not very good versus skeletons. That's, so called, RPG common sense.

Which is the biggest problem I had with Morrowind.
Morrowind was awful and I didn't put it as an example.

But it fell down in places where the player's own skill could override the statistical choice, like a quick fingered player easily disarming LAMs, or a patient sniper making headshots despite the shaky crosshair.
True, actually. But hey - it actually allowed you to avoid most fights altogether, if you are not very good at it. Not altogther, of course.. there were some fights that you couldn't avoid, but still you could manage to complete about 90% of the game wihout a single shot.


And Gothic had great combat. But still some elements of it were quite primitive... like few stats, low distinction of weapon types, etc. But it's not that hard to add it all in G3, that's why I'm sure it'll be of even greater success.


Now, we come to the point of deciding whether we consider combat a must for RPG or not.
Me, I don't care if there's no combat at all. I don't care if it's TB or RT. Of course, if either is done very shitty then it will somehow spoil the experience, but still for me, elements like story, dialogs and choice-effect are much more important in RPG than combat.
I just don't understand why some people get pissed with an RPG that has action/stat combat, and in their rants about it they completely ignore the other side, the actual roleplaying value and other more important RPG elements.
 

corvax

Augur
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Messages
731
Drakron said:
In Oblivion that ended, you aim at a emeny and will hit it, damange will depend on stats but you will ALWAYS hit the enemy.
I see. I'll live with that but yeah it would be nicer to have hit & miss implemented rather than soil erosion stuff.
 

Claw

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Project: Eternity Divinity: Original Sin 2
GhanBuriGhan said:
In my case I think that strict adherence to traditional RPG schemes can make a great game, but also that a more freeform style can be even more satisfying.
Freeform? Why do I suddenly keep hearing this expression? Because people love hollow rhetorics? Silence is golden. Try that for a change.


mEtaLL1x said:
In Oblvion (and, say, Gothic or Deus Ex) pure stat-based combat just won't do. It'll be crap. It'll be boring. It'll offer no challenge or fun.
It would be crap if it was done badly, which it probably would have been.
And what's this babbling about a challenge? Sounds like a talking point.
What kind of challenge do you mean anyway? Why wouldn't stat-based combat be a challenge? Shouldn't that depend on your combat skills? Or do you mean it's not fast-paced twitch action?
My bad, I don't expect RPGs to test my hand-eye coordination skills. That's what Action games are for. Every game doesn't have to be Gothic, Gothic is Gothic enough. But hey, at least I can now sling "TES is following in Gothic's footsteps" in fanboy faces.

Btw, Deus Ex? Great Action game. First Person Shooter. Not relevant in the context.
 

GhanBuriGhan

Erudite
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1,170
Claw said:
GhanBuriGhan said:
In my case I think that strict adherence to traditional RPG schemes can make a great game, but also that a more freeform style can be even more satisfying.
Freeform? Why do I suddenly keep hearing this expression? Because people love hollow rhetorics? Silence is golden. Try that for a change.

You hear it because we try to distinguish certain RPG's from the "traditional" RPG's that the codex seems to worship (and that many seem to think are the only "worthy" tyoe of RPG. Turn based, isometric, all that jazz. Speaking of empty rhethoric, what would you call what you just did? not a single thread of information or argument in there, as far as I can determine. Better luck next time.
 

deus

Liturgist
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Messages
143
Drakron said:
In Oblivion that ended, you aim at a emeny and will hit it, damange will depend on stats but you will ALWAYS hit the enemy.
You're misinterpretting what's been said before. MSFD was saying how in Morrowind the attack animation was independent of the hit roll, and that was changed in Oblivion. Now if the attack roll is a miss, the attack completely misses the target. If the attack roll is a hit, the attack connects and does damage.
 

Saint_Proverbius

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deus said:
You're misinterpretting what's been said before. MSFD was saying how in Morrowind the attack animation was independent of the hit roll, and that was changed in Oblivion. Now if the attack roll is a miss, the attack completely misses the target. If the attack roll is a hit, the attack connects and does damage.

No, he's clearly said that you will always hit, but how much damage you do is based on your stats and skills versus the thing you're attacking's stats and skills.
 

deus

Liturgist
Joined
Jan 28, 2004
Messages
143
Didn't they at least change the way bows worked to something like that?
 

MrSmileyFaceDude

Bethesda Game Studios
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Saint_Proverbius has it right. Even a clumsy idiot can swing a 6' claymore roughly in the direction of an opponent 3' away and hit them. They're not going to do any damage, but the sword will hit. That's the way it is in Oblivion.
 

Human Shield

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MrSmileyFaceDude said:
Saint_Proverbius has it right. Even a clumsy idiot can swing a 6' claymore roughly in the direction of an opponent 3' away and hit them. They're not going to do any damage, but the sword will hit. That's the way it is in Oblivion.

So the Unarmored skill is just someone having tougher skin? Dodging doesn't exist.
 

MrSmileyFaceDude

Bethesda Game Studios
Developer
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Dodging does exist. You can move out of the way of an attack. In addition, there's an Acrobatics skill perk that gives you a quick-roll move.

The amount of damage done when a blow does strike -- as I have said I don't know how many times -- is dependent on a lot of things: the weapon's damage rating and condition. The attacker's skill with the weapon, luck, current fatigue level. The target's armor rating (which is based on the quality and amount of armor being worn, the appropriate armor skills, luck, fatigue, and any innate or magical armor bonuses), whether or not the target is blocking (and the condition of the shield or weapon being used to block the blow, the blocking skill level + luck + fatigue), whether or not the target has a resistance to normal weapons if the weapon is "normal", whether or not the target has the ability to reflect damage back on the attacker, plus there are variations for hand to hand and arrow hits, and that doesn't even include strikes from enchanted weapons. And then depending on the amount of damage done, there may be a knock back, stagger, or the target might even be knocked down or temporarily paralyzed. And if the opponent blocks, the attacker might recoil, or if the opponent's block skill is high enough he may execute a block attack, which has a chance of staggering the attacker or even disarming him.

Whether you hit or not depends if there's an opponent in front of you and within your weapon's range. Whether an opponent hits you or not depends if you're in front of the opponent and within the weapon's range. NPCs will dodge out of the way if they can. As the player, you can do that too. And while the decision to attempt it is yours, and you have to push a directional button to do it, your character's stats & skills and even equipment have a lot to do with it. Your speed is affected by how much you're wearing, your athletics skill, your relevant armor skill, and I mentioned the acrobatics dodge perk earlier.

As I've said, over and over again -- stats play a huge, huge role thanks, VD :D in this game.
 
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Human Shield said:
Dodging is someone moving out of the way WITHIN weapon range. Staying out of range isn't dodging.

Well the time when it checks weather it hits you is not at the begining of the animation. So if you see somone swinging, you do have time to move out of the way, even if you were previousely in the area.
 

Atrokkus

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Dodging must exist. But it may not be stat-based.
You strafe, you roll -- you dodge an attack, and enemy misses.
Just how well are they going to implement that -- I don't know.
 

Section8

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What's so bad in that? It's obvious. Just like arrows are not very good versus skeletons. That's, so called, RPG common sense.

My problem doesn't stem from the farily logical resistance to bladed weapons, and damage it incurs to said weapons, but the fact that the player is forcefully herded through an area populated almost exclusively by Ore Golems.

The guts of my statement was concerned with interesting distinctions between weapon skills, granted Arcanum had a universal Melee skill so the situation with the Ore Golems wasn't going to screw the player on account of character choices (unless they were non-combat focused :P).

But, what I would like to see in an RPG is the dynamics changing according to "so called RPG common sense." In a party based RPG, you're almost certainly going to have players who are weak against skeletons or Ore Golems, but you're probably going to also have characters who can easily defeat them, and so it does become an interesting dynamic to work with.

As a brief aside, I ran a campaign where the players' major enemy faction was dwarves. Against dwarven defenders, I created a dynamic where a player facing up to a dwarf's shield was never going to get a hit on anything less than a critical. In fact, it quickly became clear to the players that the only way to defeat these dwarves was to attack from the rear, but this point wasn't lost on the dwarves either, so they made every effort to keep the player characters within sight. As someone fighting a losing battle is apt to do, my players started to curse, at which point I made them roll an appropriate speech skill. A decent roll was deemed to be a grievous insult against beards, which infuriated the defenders to the point where they all focused their energies on the player who had offended them so, providing opportunities for other players to out maneuvre the stumpy little fuckers.

The same situation would never have worked in an RPG focused on a single player, and Arcanum's solution of "turn around, travel for days to the nearest town and pick up a weapon that isn't a sword" was acceptable, but only barely. Forcing an archer into melee combat against a skeleton is reasonable in a system such as D&D where a ranger is also proficient in melee combat if only because of base attack bonus. You could argue that it doesn't even require that, the archer can just make a concerted effort to keep his distance, but that's not a particularly interesting tactic either.

What's the solution? There is no universal solution, and implementation is far simpler in a P&P system where imagination rules, but just as food for thought approach these situations in your own RP style:

* An enemy that can't be harmed by a blade, but seems overly interested in the pools of blood you shed when it hits you.

* A perilously poised strew of unstable rocks high above a group of skeletons, something that is likely to go unnoticed by anyone without the keen eye of an archer.

* An animate pile of rocks that bluntens your blade if you strike it with the edge, but does not seem able to regather any pieces that become seperated.

Morrowind was awful and I didn't put it as an example.

I know you didn't, but it seemed like a comment that might actually be something close to the original topic (or not, I can't even remember what thread I'm posting in, heh)

True, actually. But hey - it actually allowed you to avoid most fights altogether, if you are not very good at it. Not altogther, of course.. there were some fights that you couldn't avoid, but still you could manage to complete about 90% of the game wihout a single shot.

And all it would have taken for the other 10% would have been the ability to kill Gunther and Slutguts in the first two missions and simply say "Er, they didn't make it..." But of course that would have been quashed by the supremely idiotic plot device that everything you see is visible to your superiors. It also made things pretty fucking difficult if you'd focused on non-combat the whole game, and had little hope of defeating either biomech.

Personally, I consider Thief and System Shock 2 to be far superior games, simply because they focused on making the fewer options they provided that much tighter in implementation. System Shock 2 had no character interaction beyond a brief moment on the MedSci deck, and yet it still managed to flesh out a good many characters and narratives based on them. It also worked within a setting that actually benefitted from a lack of "living" NPCs. Thief's light gem was enough to make it superior to Deus Ex.

I just don't understand why some people get pissed with an RPG that has action/stat combat, and in their rants about it they completely ignore the other side, the actual roleplaying value and other more important RPG elements.

I'm not all that fussed myself, I'm willing to play just about anything, although RPGs are my firm "favourite" despite the fact that most don't measure up to the standards I have for them. I think the biggest criticism is that action based gameplay is a hurdle for some RPers, but in recent times there seems to be a large group rallying behind "the major component of your game offers neither mental nor reflex challenges."

It's sad, but I think most people are becoming accepting of the fact that CRPGs just don't provide the important RPG elements, and just want to make the best of the elements that are offered.
 

merry andrew

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Human Shield said:
Dodging is someone moving out of the way WITHIN weapon range. Staying out of range isn't dodging.
True, I'll definitely be surprised if they haven't implemented a first-person within-range dodging system, whereby you get full control of your character's neck, torso, arms, and legs, along with the ability to combine these controls with crouching maneuvers.

:(
 

MrSmileyFaceDude

Bethesda Game Studios
Developer
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Messages
716
Human Shield said:
Dodging is someone moving out of the way WITHIN weapon range. Staying out of range isn't dodging.

GETTING out of range, or out of the way of a strike, is dodging. And you can do that in Oblivion.
 

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
Yes, by player relexes with is the point ...

Not it matters to me, even if I do find it amusing someone that does not give a rat ass about the game knows more about it from casual reading that the people that follows the game.
 

Sarkile

Magister
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So your enemies don't mirror your movements like they did in Morrowind?
 

Killzig

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MrSmileyFaceDude said:
Moron indicators? Would you rather find out AFTER you killed someone that you needed to reload? Wouldn't you rather know ahead of time? Or would you rather we do what Gothic did, and not allow you to attack them in the first place? Or would you rather we made the quest lines simpler so it couldn't be a problem in the first place? Or cut quest lines so the designers could account for all contingencies in the smaller number of quests? Or significantly extended development time by forcing the designers to account for every possible contingency?

I know -- this all falls on deaf ears. But then again, I didn't have to post this here in the first place, did I?
So in order for Mr. Happy Count Man to continue to send us to the other end of the world map to collect a shiny platter you're going to make a big smiley face icon appear over his head so we don't kill him? AWESOME!
 

Human Shield

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MrSmileyFaceDude said:
Human Shield said:
Dodging is someone moving out of the way WITHIN weapon range. Staying out of range isn't dodging.

GETTING out of range, or out of the way of a strike, is dodging. And you can do that in Oblivion.

People ducked and side-stepped in movies like LOTRs, they didn't step back and have the blade swing an inch from their face. Do NPCs attack while moving foward?

And judging melee distance is terrible in first-person view.
 

Bosco

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Moron indicators? Would you rather find out AFTER you killed someone that you needed to reload? Wouldn't you rather know ahead of time? Or would you rather we do what Gothic did, and not allow you to attack them in the first place? Or would you rather we made the quest lines simpler so it couldn't be a problem in the first place? Or cut quest lines so the designers could account for all contingencies in the smaller number of quests? Or significantly extended development time by forcing the designers to account for every possible contingency?

I know -- this all falls on deaf ears. But then again, I didn't have to post this here in the first place, did I?

So you didn't have enough time for one of the most important parts of an RPG, which is being able to do whatever you want? Especially when it's beneficial? Remember the Main Quest character with the only white robe in the game, or the only full suit of Daedric armor, or King Helseth's ring that made you basically invincible? There wasn't any time to make the NPC's say "Oh I'm so sad he's dead" and then go back to setting their pets on fire?
 

jiujitsu

Cipher
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Mar 11, 2004
Messages
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Project: Eternity
MSFD, you are a trooper. I salute you.

Thanks for posting here so often and putting up with all the hate.
 

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