Weapon impact
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Mackollas
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Weapon impact
I guess most of you have noticed there's almost no impact on your enemy when hitting them. It's going to be hard knowing when you missed or hit with your weapon. Any thoughts why the developers did this? Or have they not noticed it yet? I personally hate it. Did a small poll up there to.
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MasterRokon
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Re: Weapon impact
Probably same reason for no spears, there were more important things to work on. But i do think it could have been better.
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Re: Weapon impact
Our very own Tom has played it and he tells us that the combat actually feels a lot grimmer, rougher and hectic than before...
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SilentPsycho
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Re: Weapon impact
What videos have you been watching? When I got hands-on at Eurogamer, I had no trouble whatsoever with the weapon impact.
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MasterRokon
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Re: Weapon impact
He means impact that is shown like a bleeding cut on their chest.SilentPsycho wrote:What videos have you been watching? When I got hands-on at Eurogamer, I had no trouble whatsoever with the weapon impact.
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Mackollas
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Re: Weapon impact
Thats not what I ment. In impact I mean that the characters do not even react to being slashed with a sword. Its like hitting air.MasterRokon wrote:He means impact that is shown like a bleeding cut on their chest.SilentPsycho wrote:What videos have you been watching? When I got hands-on at Eurogamer, I had no trouble whatsoever with the weapon impact.
Re: Weapon impact
Fairly sure that in the demo enemies staggered when being hit..
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MasterRokon
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Re: Weapon impact
Still not what he meant x.x he is talking about physical evidence on the enemys body, and they arent staggering from every hit so it could be hard to tell if you hit still. He means blood on the foe and armor scratches/cut wounds.Nyaro wrote:Fairly sure that in the demo enemies staggered when being hit..
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Re: Weapon impact
Well, they do get staggered when hit. not every hit though, but it happens often. And also, they bleed. If blood comes out, they were hit. If they catch on fire, your flame spell worked, etc. The vibration in the controller and the camera work in a way to instill that you DID hit them.
it doesn't work like oblivion anymore, i assure you.
And they also have a health bar, that is always visible. So, you'll know if you hit them or not.
it doesn't work like oblivion anymore, i assure you.
And they also have a health bar, that is always visible. So, you'll know if you hit them or not.
Last edited by b3rgx on Mon Oct 31, 2011 6:14 pm, edited 1 time in total.
- dubq
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Re: Weapon impact
No, it is what he meant..MasterRokon wrote:Still not what he meant x.x he is talking about physical evidence on the enemys body, and they arent staggering from every hit so it could be hard to tell if you hit still. He means blood on the foe and armor scratches/cut wounds.Nyaro wrote:Fairly sure that in the demo enemies staggered when being hit..
Mackollas wrote:Thats not what I ment. In impact I mean that the characters do not even react to being slashed with a sword. Its like hitting air.MasterRokon wrote:He means impact that is shown like a bleeding cut on their chest.SilentPsycho wrote:What videos have you been watching? When I got hands-on at Eurogamer, I had no trouble whatsoever with the weapon impact.
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Re: Weapon impact
That is good to hear. IMO, I didn't mind combat in Oblivion but sometimes I got a little bored of the "rock'em sock'em robots" type of combatMars wrote:Our very own Tom has played it and he tells us that the combat actually feels a lot grimmer, rougher and hectic than before...
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Re: Weapon impact
I suppose grunting when hit doesn't count eh? To be honest it would be hard to have them properly react to being hit, if every time they got hit they staggered back it would be too easy to win.
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Re: Weapon impact
Grunting and screaming or yellingDerangedPickle wrote:I suppose grunting when hit doesn't count eh? To be honest it would be hard to have them properly react to being hit, if every time they got hit they staggered back it would be too easy to win.
Or no emotion because the enemy is just a tough guy
Re: Weapon impact
Isn't that what shields are for? ;)DerangedPickle wrote:I suppose grunting when hit doesn't count eh? To be honest it would be hard to have them properly react to being hit, if every time they got hit they staggered back it would be too easy to win.
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Re: Weapon impact
Only thing I don't like is: Finishers seem to never touch, any finishers that force you into 3rd person
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Re: Weapon impact
blood also flies in the wrong spot i notice.MasterRokon wrote:Still not what he meant x.x he is talking about physical evidence on the enemys body, and they arent staggering from every hit so it could be hard to tell if you hit still. He means blood on the foe and armor scratches/cut wounds.Nyaro wrote:Fairly sure that in the demo enemies staggered when being hit..
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Re: Weapon impact
Wait is it confirmed they force you into 3rd?Frogmander wrote:Only thing I don't like is: Finishers seem to never touch, any finishers that force you into 3rd person
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Re: Weapon impact
This exactly is why enemies don't feel the impact of every blow, or vice versa, who ever got the first solid strike in would then easily overpower the opponent. Which is realistic, and, I imagine, generally what happened in close combat during the Medieval era. Get in the first blow and your opponent's dead meat. If you take a hit, you're dead meat. If the game was like this, then combat would be over very quickly seeing as its rarely going to be more than 1v2 or 2v2.DerangedPickle wrote:I suppose grunting when hit doesn't count eh? To be honest it would be hard to have them properly react to being hit, if every time they got hit they staggered back it would be too easy to win.
Sure, it would be great fun if you could get the first hit in and then easily dispatch your enemy. But if the same could happen to you then it would be exceedingly difficult and often frustrating. If that's the kind of combat you want, then play Dark Souls. The truth is, it's probably near impossible to design a combat system in which every blow is felt without it being far too easy to kill or be killed.
No, there are plenty of times in gameplay videos that finishing moves are in first-person, such as the sword through the bandit's torso and the axe to the draugr's neck in the first gameplay reveal.Assassin540 wrote:Wait is it confirmed they force you into 3rd?Frogmander wrote:Only thing I don't like is: Finishers seem to never touch, any finishers that force you into 3rd person
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Re: Weapon impact
Not all, but some. Such as the one where they jump on the dragons back and smash their skull in with an axe, that one forces 3D, yet some, such as the stab through the torso, is still 1st person. I honestly wish they had an option to turn off finishers that force into 3D....Assassin540 wrote:Wait is it confirmed they force you into 3rd?Frogmander wrote:Only thing I don't like is: Finishers seem to never touch, any finishers that force you into 3rd person
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LtAscott
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Re: Weapon impact
no one has played the finished product yet, they are probably updating it with fixes still to this day, the game probably wont be in its shipping form until 1-2 days before release I'd imagine that they have every single person who works at bethesda playing it and they're all at different levels and still finding minor glitches.
finishers are scripted because they have to be, its only about "damage past x = finisher", perhaps staggering is treated the same way, each individual bandit person whatever at each level has to take x amount of damage to stagger, the value increasing based on level/creature type, say your level 20 with a glass sword, and your 1h is 50+, and you have perks for increased critical strike, you may end up staggering your enemies more frequently than a guy with an iron sword and 10 1h skill, which imo, is good... if its set up this way (which to me seems the most logical) criticals almost gurantee to (physically) stagger your opponent, and power attacks will some/most of the time, which i would be happy with, fighting people weaker then you you would stagger them almost every hit, but if they got a critical on you they'd still have a chance to stagger you, because the character's attacking skill/crit chance add up to a % chance to stagger you, and yours does to them, IMO that would be a good system that is easily balanced to make use of the feature of staggering, knocking down, and help calculate finishers using one code with only an extra variable.
and on finishers; they are there to look cool to make your win in combat have meaning and visual flare, over *bang* *bang* *bang* dead over and over again, im pretty sure that its been confirmed that there is a chance to do finishers so they wont happen all the time, and i think there are a couple for each weapon type, its only function really is to make melee combat more rewarding, as the only magic finishers i can recall is a perk to disentegrate with lightning (which will be my preferred magic)
finishers are scripted because they have to be, its only about "damage past x = finisher", perhaps staggering is treated the same way, each individual bandit person whatever at each level has to take x amount of damage to stagger, the value increasing based on level/creature type, say your level 20 with a glass sword, and your 1h is 50+, and you have perks for increased critical strike, you may end up staggering your enemies more frequently than a guy with an iron sword and 10 1h skill, which imo, is good... if its set up this way (which to me seems the most logical) criticals almost gurantee to (physically) stagger your opponent, and power attacks will some/most of the time, which i would be happy with, fighting people weaker then you you would stagger them almost every hit, but if they got a critical on you they'd still have a chance to stagger you, because the character's attacking skill/crit chance add up to a % chance to stagger you, and yours does to them, IMO that would be a good system that is easily balanced to make use of the feature of staggering, knocking down, and help calculate finishers using one code with only an extra variable.
and on finishers; they are there to look cool to make your win in combat have meaning and visual flare, over *bang* *bang* *bang* dead over and over again, im pretty sure that its been confirmed that there is a chance to do finishers so they wont happen all the time, and i think there are a couple for each weapon type, its only function really is to make melee combat more rewarding, as the only magic finishers i can recall is a perk to disentegrate with lightning (which will be my preferred magic)
Last edited by LtAscott on Tue Nov 01, 2011 11:18 pm, edited 1 time in total.
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LtAscott
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Re: Weapon impact
besides if your THAT worried about it, just use the freezing breath shout and a 2h hammer, i think thatd smash them completely
I for one WANT to see the huge dragon felled by my character in third person, it helps make the character feel larger then life, and me feel privilledged to see something that awesomefrogmander wrote: Not all, but some. Such as the one where they jump on the dragons back and smash their skull in with an axe, that one forces 3D, yet some, such as the stab through the torso, is still 1st person. I honestly wish they had an option to turn off finishers that force into 3D....
Re: Weapon impact
You CAN turn off the third person finishers.
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Re: Weapon impact
This kinda of brings into question,as to HOW those 3rd person finishers will look like through FPS. I mean it would be mad dizzying to see the dragon head crush one.
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Re: Weapon impact
Are you sure?b3rgx wrote:You CAN turn off the third person finishers.
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Re: Weapon impact
its been confirmed assassin
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