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FauxNinja

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FauxNinja

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#1  Edited By FauxNinja

@Storms: I'm still gonna get it, just pretty disappointed from what I have seen so far.

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FauxNinja

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#2  Edited By FauxNinja
@jozzy

@FauxNinja said:

Adding impact to the combat would not require extra computational resources. Just a good animator. Something that bethesda often struggles with. Sadface.

Are you sure? I would think that deciding which animation to use based on what weapon you are using, what weapon and or shield you enemy is wearing, what position you are both in relatively to eachother and what kind of attack you are using would cost some computational resources. and I am sure I am forgetting at least a couple more factors to take into effect. Like I said, no expert so I have no problem with being proved wrong by an experienced developer.

I however, AM an experienced developer. And the factors you just mentioned are computationally insignificant.
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#3  Edited By FauxNinja
@Koshka

@FauxNinja said:

@MrKlorox
Wasn't there a mod for Oblivion that changed the way the melee system behaved to be more physics impacted and added new moves along the lines of Dark Messiah? I remember coming across it a while back but never installed it. Anybody here have experience with it?
Yeah. There were a couple of them. 'adrenaline combat' and skycaptain's 'deadly reflex'. I couldnt play oblivion w/o deadly relex.

Hell yes. That is what got me through Oblivion. Frankly after Might and Magic and recently Dead Island I was assuming (until I watched the gameplay) that Skyrim would -surely- be upgraded with their "new engine" to an epic feeling combat system.

I'm still going to buy the game in all honesty, I'll just be playing a completely ranged/magic using character. It's quite frustrating to be forced into that, but after playing a number of good first person melee games, I'm done with how that melee looked.

For sure. Disheartening :(
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#4  Edited By FauxNinja
@MrKlorox
Wasn't there a mod for Oblivion that changed the way the melee system behaved to be more physics impacted and added new moves along the lines of Dark Messiah? I remember coming across it a while back but never installed it. Anybody here have experience with it?
Yeah. There were a couple of them. 'adrenaline combat' and skycaptain's 'deadly reflex'. I couldnt play oblivion w/o deadly relex.
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#5  Edited By FauxNinja
@Artemesia

@project343 said:

RPG is RPG.

With that said, investing 20 hours into Dead Island, then watching that Skyrim video made Skyrim look slightly less appealing. Visceral first-person RPG melee combat can be done.

Took you until Dead Island to figure that out? I had that shit learned back at Dark Messiah of Might and Magic.

Oh shit! I had totally forgotten about that game... Another fine example of how easy it is to do first person combat and how far wide of the mark bethesda is continuously. Having said that, I can't wait for skyrim, bugs, airblade combat and all :)
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#6  Edited By FauxNinja
@Agent47

@Master_Funk said:

First person combat is hard to get right, and they would rather put resources into the world and the quests. People dont come to these games for combat

Quoted for future pages of nonsense.

Quoted for ignorance and refusal to strive to be the best.
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#7  Edited By FauxNinja

No one is asking for complex combat ffs. They are asking for that when your weapon hits an enemy there be SOME reaction - both on the player/camera and the enemy. The current atrocious "airblade" combat that the elder scrolls ships with shouldnt be acceptable in this day and age with their budget. I have seen indie games with better combat animations/impact. Apologists should try and understand the point of view who want to enjoy elder scrolls and are put off by the immersion breaking combat.

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#8  Edited By FauxNinja
@DaemonBlack

@FauxNinja said:

@CptChiken

@FauxNinja said:

@CptChiken said:

These games arent supposed to be about the combat they are about the story. They have probably put more resorces into the landscape than the fighting... which in my opinion is the right thing to focus on.

I very much doubt that the landscape designers and the character animators are the same people.

Im not saying they are the same people, im saying that they would put more resorses into the atmosphere and world, such as the animators having to animate all the NPCs in the game. I agree that it doesnt look so great but underneath ( as someone else said) the hits are still governed by dice rolls. Something as trivial as the sword swings looking a bit off shouldnt put you off the game, as i said the elder scroll games are about story, not action.

They aren't about "the story".. As they generally have a paper thin plot. They are about "the experience". And combat is a big part of that, considering how long you spend hammering right trigger. Also. The animators dont make bespoke anims for each npc. The make anims per race or gender the apply to all meshes. So tgat is not a good argument.

They also are not about ONE story. People who play the main quest and stop playing are missing about 95% of the game. Yeah the main quests so far have not been good, but they weren't bad either. However, TES games make up for that by having dozens upon dozens of other quests that are self contained and unique and some are flat out great (Dark Brotherhood?) Or not even formal quests at all. Some dungeons had their own unique stories contained in books and weren't part of any quest.

And show me one game where developers make unique animations for every single NPC. Especially in a huge open world game like Skyrim, asking them to do anything like that is unrealistic.

You're the one who suggested that they had to animate each npc :) i was saying that they didnt do that. So that isnt a reason for them not looking at their combat animations since oblivion.
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#9  Edited By FauxNinja
@CptChiken

@FauxNinja said:

@CptChiken said:

These games arent supposed to be about the combat they are about the story. They have probably put more resorces into the landscape than the fighting... which in my opinion is the right thing to focus on.

I very much doubt that the landscape designers and the character animators are the same people.

Im not saying they are the same people, im saying that they would put more resorses into the atmosphere and world, such as the animators having to animate all the NPCs in the game. I agree that it doesnt look so great but underneath ( as someone else said) the hits are still governed by dice rolls. Something as trivial as the sword swings looking a bit off shouldnt put you off the game, as i said the elder scroll games are about story, not action.

They aren't about "the story".. As they generally have a paper thin plot. They are about "the experience". And combat is a big part of that, considering how long you spend hammering right trigger.

Also. The animators dont make bespoke anims for each npc. The make anims per race or gender the apply to all meshes. So tgat is not a good argument.
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#10  Edited By FauxNinja

Adding impact to the combat would not require extra computational resources. Just a good animator. Something that bethesda often struggles with. Sadface.