Ideas To Improve Next Elder Scrolls Melee Combat

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Kaendris

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Arnoxthe1 said:
Anyway, to continue, let's just forget about QTE's for a second here. Now, some people want to make Stealth more realistic or at least harder. That's absolutely fine. The problem here though arises in the fact when they say that damage should be dictated by skill and sometimes, the kind of dagger being used. That sounds fine but the whole point of stealth is to NOT BE SEEN. If you are seen, it should be a punishment for sneaking badly. Now, back to the point. If I'm at a very low level and I backstab someone, chances are, with this system in place, yeah, the victim will incur some hefty damage but it won't matter because since it wasn't a successful backstab, the victim will still obviously be alive and boom. Cover blown. Now you're going to have to face off against a massive group of people and you're just a lowly thief. Yeah. What was the whole point of doing any of that?
It seems to me that you are not interested in overhauling melee combat, merely sneaking and how the damage output works. Which, is fine, but melee and the sneak system are truly two different animals.

Let me try to answer what I believe your question is. First off, you have to realize that TES has always presented low level characters with scaled enemies, so even at a low level, a solid back-stab with a low ranked dagger is enough to finish the job. Or at least get reasonably close. This is completely fair. A new assassin should not be able to sneak through every dungeon insta-killing everything. They should be learning their craft. Approaching the target, getting a shot in that is devastating and then dealing with whatever comes. As he improves, he is able to make those shots more deadly, perhaps getting 2-3 people before an alarm is raised. As he masters his craft, he can move between enemies like the wind, and strike like the plague. You should have to GAIN ability. Not just gauge weapon versus skill and ability to perform a sequence of buttons.

Secondly, you just stated that the point of stealth was to not be seen. So if you attempt a one shot kill, fail, and he raises the alarm, I think you have the penalty you are asking for. In reality, if you fail at stealth, and the guard raises his allies, your "penalty" is facing off against a massive group of people. Time to run, hide, the highland way....

I am going to attempt to speak for the group on this one, and I offer anyone to correct me if I am wrong. The problem with stealth and stealth kills in TES (for the record NOT the topic as posted) is not that one hit kills are cheap. It is that they are far too easy to obtain. I WANT to be able to kill my opponent in one shot without the need of a QTE, but I want getting that one shot to be more than leveling my sneak for a few hours. I want to have to think about nearby patrols, how much noise I am making, where is the best spot to make the kill, what am I going to do with the body, how much distance to leave before I start my approach... etc etc etc. If I do all of that, my reward is the satisfying animation of my dagger sinking into some vital artery. Not a button sequence that verifies my "skill level".

One hit sneak kills are fine. Getting one hit sneak kills instantly by crouching is not.

Hopefully, I am on the same page you are, and you see where we are coming from. As at this point, I am not sure there is any other answer coming.
 

Arnoxthe1

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Kaendris said:
It seems to me that you are not interested in overhauling melee combat, merely sneaking and how the damage output works. Which, is fine, but melee and the sneak system are truly two different animals.

Let me try to answer what I believe your question is. First off, you have to realize that TES has always presented low level characters with scaled enemies, so even at a low level, a solid back-stab with a low ranked dagger is enough to finish the job. Or at least get reasonably close.

Secondly, you just stated that the point of stealth was to not be seen. So if you attempt a one shot kill, fail, and he raises the alarm, I think you have the penalty you are asking for. In reality, if you fail at stealth, and the guard raises his allies, your "penalty" is facing off against a massive group of people. Time to run, hide, the highland way....

I am going to attempt to speak for the group on this one, and I offer anyone to correct me if I am wrong. The problem with stealth and stealth kills in TES (for the record NOT the topic as posted) is not that one hit kills are cheap. It is that they are far too easy to obtain. I WANT to be able to kill my opponent in one shot without the need of a QTE, but I want getting that one shot to be more than leveling my sneak for a few hours. I want to have to think about nearby patrols, how much noise and I making, where is the best spot to make the kill, what am I going to do with the body, how much distance to leave before I start my approach... etc etc etc. If I do all of that, my reward is the satisfying animation of my dagger sinking into some vital artery. Not a button sequence that varies my "skill level".

One hit sneak kills are fine. Getting one hit sneak kills instantly by crouching is not.

Hopefully, I am on the same page you are, and you see where we are coming from. As at this point, I am not sure there is any other answer coming.
Yeah, I have been focusing on sneaking, haven't I? My bad. I'll dedicate some proper time to full-on melee next post.

So, I think the main problem we're dealing with here is that a good stealth game is all about player skill. Elder Scrolls is a stats driven game. The two don't really play well together. I'm sure it can be done though. Hm. If I had to ditch the QTE idea in place of something else, I do like a system where the difficulty is all in successfully sneaking to get behind a target rather than the actual backstab itself. That way, stats can be implemented for that easily and it's more satisfying, plus it ups the difficulty.
 

Kaendris

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Arnoxthe1 said:
Yeah, I have been focusing on sneaking, haven't I? My bad. I'll dedicate some proper time to full-on melee next post.

So, I think the main problem we're dealing with here is that a good stealth game is all about player skill. Elder Scrolls is a stats driven game. The two don't really play well together. I'm sure it can be done though. Hm. If I had to ditch the QTE idea in place of something else, I do like a system where the difficulty is all in successfully sneaking to get behind a target rather than the actual backstab itself. That way, stats can be implemented for that easily and it's more satisfying, plus it ups the difficulty.
Oh I understand, trust me. Of all the things I adore about TES, the sneak system is not on the list. It is a joke, and I hardly ever go that route anymore. Seriously, crouching in front of someone does not make me invisible. At least bring back the chameleon effects if you are going to do that, then there is plausible deniability. So I, and I am sure most of the other posters, completely understand why Sneak is getting the most ire. It downright deserves it.

I also like the idea of approach to target being the key. It seems right doesn't it? That the challenge should be the stealth, the kill the reward?

Looking forward to your thoughts on the bulk of melee though. I just want some meat to the combat. Better sound, blows to seem weighted, screen effects and reactions to damage...
 

Arnoxthe1

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Kaendris said:
Arnoxthe1 said:
Yeah, I have been focusing on sneaking, haven't I? My bad. I'll dedicate some proper time to full-on melee next post.

So, I think the main problem we're dealing with here is that a good stealth game is all about player skill. Elder Scrolls is a stats driven game. The two don't really play well together. I'm sure it can be done though. Hm. If I had to ditch the QTE idea in place of something else, I do like a system where the difficulty is all in successfully sneaking to get behind a target rather than the actual backstab itself. That way, stats can be implemented for that easily and it's more satisfying, plus it ups the difficulty.
Oh I understand, trust me. Of all the things I adore about TES, the sneak system is not on the list. It is a joke, and I hardly ever go that route anymore. Seriously, crouching in front of someone does not make me invisible. At least bring back the chameleon effects if you are going to do that, then there is plausible deniability. So I, and I am sure most of the other posters, completely understand why Sneak is getting the most ire. It downright deserves it.

I also like the idea of approach to target being the key. It seems right doesn't it? That the challenge should be the stealth, the kill the reward?

Looking forward to your thoughts on the bulk of melee though. I just want some meat to the combat. Better sound, blows to seem weighted, screen effects and reactions to damage...
Alright, melee. A much weightier subject than Sneaking because now we need to deal with a lot of different weapon types.

So, I think we're all in agreement that we'd like to generally see some more oomph, me included, in the melee combat. Let's break down what will be improved when you level up.

Techniques: A person new to combat with a weapon only knows how to do three things with it. Block with it, strike with it, and strike REALLY hard with it. As one levels up though, they may be able to learn different moves (perhaps in the form of some perks) with it that scale in effectiveness according to how high up the perk tree they are.

General Strength: What I'd really like to do is reimplement the Strength stat that used to be in Oblivion and Morrowind for this. A universal strength value for all weapons and shields. But, let us assume that we don't have that luxury. In which case, it will work just like in classic Skyrim. How much damage you do and how much damage you can block are dictated heavily by how high a particular skill level is.

Second thing to do is get some weight behind those swings. Better sounds are a must. I particularly like the sound of your sword hitting armor and flesh in Morrowind. Very meaty and metallic. I think we should have four types of stunning to convey different weapon impacts.

Type 1: Normal swing from a one-handed in that the opponent might shudder or turn a little away from it but otherwise, won't have an effect in combat. Basically it looks like your swings are stunning the opponent without actually stunning them. This is purely for looks and feel. Again, has no bearing on how the actual combat will go down but it will always happen in some way or another with a normal swing from a normal one-handed weapon.

Type 2: A stagger brought on by a power swing from a one-handed OR a normal swing from a good sized two-handed weapon. The time of stagger will be a little less than a typical stagger in Skyrim. Cannot interrupt swings already in progress but WILL lessen the damage of them.

Type 3: Usually brought on by a power swing with a two-handed weapon. Will interrupt swings. Somewhat longer stagger than the second type.

Type 4: Dictated purely by how much damage in one swing is done to the opponents health. 3/4ths or more of an opponents maximum health must be taken out in one hit in order for this to happen. If it does, any swing will be interrupted like in the 3rd type and the opponent will be knocked completely down or at least be put on their knees. I don't know how long it should take for the opponent to get up though. Since such nasty damage was done, I'm thinking not for at least 4 secs.

Let's move on to Stamina now. Currently I think it does a good job with how it currently is but it can definitely be improved upon. For one, lets have it regenerate faster. Probably 1.5x - 2.0x how it normally is. Also, a normal two-handed swing will cost a little stamina as well now. The last thing will be that for every swing that costs stamina, a little bit is taken away from how much it is possible to regenerate. Stamina capacity (not the stamina itself) will be fully regained right after a battle is over. Also, just like in Skyrim, Stamina capacity can be improved by leveling up.

Now on to dual-wielding. Personally, I don't really see a difference in power output as compared to just using one one-handed weapon unless you have the Dual Furry perk. It needs to be more unique. Now, there's a lot of ways we can go about dual-wielding. Maybe we should have a whole separate skill tree for it. Actually, you know what, I really like that idea. This would give it the opportunity to stand out and allow you to earn separate techniques for it. Anyone have any other suggestions for this?

I only have little suggestions for blocking as I think it's just fine. I am definitely willing to listen though, however, I really don't think we should go back to blocking that's dictated by chance like it was in Morrowind. And I think blocking with a weapon needs to be just a bit more effective.
 

Kanova

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The second I read quick time events I said "Nope nope nope." Why would you bring those into TES? Why, those aren't even fun in any game.

How about just make it good and have really well done locational damage? They would need to do lots of overlaying health systems though. For example, hitting a guy in the chest with a great axe would hurt like fuck even if he was wearing armor, just not lethal damage. But if you hit him on the head, even if he was wearing a helmet he might still be killed or at least staggered. You know, make it how it would happen in real life.
 
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Arnoxthe1 said:
Yeah, I have been focusing on sneaking, haven't I? My bad. I'll dedicate some proper time to full-on melee next post.

So, I think the main problem we're dealing with here is that a good stealth game is all about player skill. Elder Scrolls is a stats driven game. The two don't really play well together. I'm sure it can be done though. Hm. If I had to ditch the QTE idea in place of something else, I do like a system where the difficulty is all in successfully sneaking to get behind a target rather than the actual backstab itself. That way, stats can be implemented for that easily and it's more satisfying, plus it ups the difficulty.
What about the stealth in FarCry 3? Getting behind the guy's a beast, but if you manage it it's "Good night random pirate guy!"

As for the actual melee combat, add in some more attack animations, better sound effects, and make people/monsters react to being hit in some way, like whipping to the side or limping, and I'd be happy.
 

Lunar Templar

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Let a team who doesn't work for Bethesda do it. Bethesda can still work on making the game world, it's about all their good at, but combat/characterdesign/story should be give to other teams that are actually good at those things.
 

Gottesstrafe

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Ditto on different weapon types dealing different kinds of damage, as well as having different types of move sets. There should also be more along the lines of defensive move sets to move the game away from basic MMO combat of "equip biggest sword and click until they're dead". Shield bashing was a good start, but how about something along the lines of parrying and better dodge mechanics? That would open up more avenues of combat for people who like to tank or play fast and loose with daggers and short swords. Targetted damage is also a good one, and plays into the different weapon types dealing different damage. For instance, bladed weapons could be faster, deal more damage, and have a chance of bleeding your opponent, but blunt weapons could have a higher chance of staggering, penetrate armor (perhaps even not bounce off shields), and do more crippling damage (i.e. hit an opponent's knee with a powerful mace strike and they're hobbled for the remainder of combat). Better yet, why not also add things like grappling, feinting, arrow catching, and tripping moves to unarmed combat to make it a more appealing alternative to weapon combat?
 

Pandabearparade

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Lunar Templar said:
Let a team who doesn't work for Bethesda do it. Bethesda can still work on making the game world, it's about all their good at, but combat/characterdesign/story should be give to other teams that are actually good at those things.
I keep hoping Bethesda fuses with Obsidian like in Dragonball Z, forming Bethsidian. The story and characters of an Obsidian game with the detailed world and atmosphere of a Bethesda game. Though neither can do combat well, and I'm not really sure combat can be great in a game as unchained as Fallout or Elder Scrolls.
 

Torque2100

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My idea for improving the Elder Scrolls' melee combat system is that the entire staff need to spend two weeks playing War of the Roses or War of the Vikings so they can learn the combat system in and out. I think that TES would benefit from studying a combat system with multiple angles of attack such as left hand strike, right hand strike, overhand chop and thrust.

They also should study the way, in War of the Roses, different types of armor are more or less effective against different types of damage. For example, Hard armor like Plate is very effective against slashing and piercing attacks like sword blows and arrow strikes but blunt attacks from maces and the like actually do MORE damage to someone in hard armor than someone in soft armor. Likewise soft armor is far more effective against blunt attacks but less so against sword blows. You could even extend this to the magic system, so for example a suit of leather armor provides bonus protection against electrical attacks (leather is non-conductive) but fire spells can actually cause it to catch fire and burn.

EDIT: One more thing, Bethesda. ADD FREAKING SPEARS. The Spear has been the workhorse weapon of virtually every army in history right up until the widespread application of gunpowder. Yet no-one anywhere in Tamriel uses a spear. How hard could it possibly be to code a spear into your games?
 

HaraDaya

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Look at Chivalry: Medieval Warfare. Get somewhere close to a system like that, and I'll never tire of it unlike Skyrim.
 

immortalfrieza

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Torque2100 said:
EDIT: One more thing, Bethesda. ADD FREAKING SPEARS. The Spear has been the workhorse weapon of virtually every army in history right up until the widespread application of gunpowder. Yet no-one anywhere in Tamriel uses a spear. How hard could it possibly be to code a spear into your games?
They'll have to change how spears work to be effective though. I think the reason they removed them after Morrowind is that using spears was pretty boring. Basically it was just "stab. Stab. Stab some more. uh... stab again" the whole fight.
 

Kaendris

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immortalfrieza said:
They'll have to change how spears work to be effective though. I think the reason they removed them after Morrowind is that using spears was pretty boring. Basically it was just "stab. Stab. Stab some more. uh... stab again" the whole fight.
I think they could benefit from allowing the spears to double as throwing weapons. It would allow for interesting engagement classes. Spear as a mid-range approach weapon, used to take out one approaching foe before switching to the close quarters weapon of choice. In a pinch, the spear could be used to keep opponents at a distance until better ground could be gained..

Just a thought..
 

Fieldy409_v1legacy

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I feel what we have in Skyrim is solid, I have a lot of fun fighting dragons on legendary, dodging and timing my invincibility shout is a lot of fun.

I feel that what needs fixing is enemy A.I, the enemies in Skyrim are so dumb and with few exceptions just attack you with whatever weapon they have until they die. Give us some strategy from the opponents, the few quest related boss fights where they can do things like teleport were fun and so were the dragon fights but surely even Bandit chiefs could do something other than just rush you.
 

josemlopes

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Vern5 said:
-Quicktime events rarely improve anything. I have never heard of a game that was praised for its quicktime events.
Not entirely true, just most of the time missused. See God Of War or Metal Gear for some good examples.

Quicktime events are good if made good, imagine if when going for the backstab the enemy turns to a side if somewhat alerted, based on what side he starts to turn you would have to push the analog stick to the side of his back like if he turns left you push right. A bit like in Call Of Juarez Gunslinger's system to avoid death.
See at 0:18

It is actually quite cool because it doesnt just tell you the key to press, you have to use your skills to understand to what side the bullet is heading for and dodge.

In some other games like in Metal Gear QTE are used diferently but still well, in most torture parts you have to mash a button and it really tires the player like the character that is being tortured, you basicly get a physical endurance test just like the character.

The example that I gave for the backstab may still be shit but it was just to show that QTE dont always mean "Press X to win".
 

kommando367

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Give blunt weapons more knockback and bladed weapons more damage.

A parry system system where blocking an attack at the right moment makes the opponent recoil. Power attacking a recoiled foe knocks them down and deals 50% more damage.

Combat roll by pressing the sprint button and any thumb-stick direction but forward.

More options for spellswords like a mysticism spell that turns your combat roll into a lightning quick flash-step, an alteration spell that gives your weapon more knockback, or a destruction spell that gives your weapon elemental damage that stacks with enchantments.
 

Bolt Van Der Huge

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Now that ZeniMax own id Software, would it be too much of a stretch to incorporate the hit detection system from Rage? Add that to the Fallout limb damage and it sounds like you've got a winner. As for the stealth hit/retreat/hide/repeat gamebreaker, take a leaf out of Metal Gear Solid's book and make the alert time a minute and a half. It would force you to use Sneak as a means of avoiding combat rather than being able to pick one person off out of a group of six standing next to each other, hide on top of a bookshelf for fifteen seconds until they lose interest, and pick off another one.
 

F'Angus

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TheYellowCellPhone said:
Arnoxthe1 said:
TheYellowCellPhone said:
3-button quicktime sequence
no
Yes. Please give an argument or a different suggestion as to how we tackle this please instead of a meaningless statement.
Not using quicktime events.

The current backstab system is fine. A simple stab to the back of an unsuspecting enemy does a huge amount of damage and has a chance to initiate a killcam. Obviously it doesn't work right out of the gate, not until you level up Sneak and get the correct perk, but that's a part of the RPG experience. And obviously in vanilla it isn't a guaranteed instakill regardless of gear and combat level, but if it was an uncontested instant kill, it would make Sneak way more overpowered than it already is.

You could argue changing Sneak to be a load more challenging and use the instant kill backstab as a reward to sticking for a much more challenging Sneak -- and even then I'd half disagree. Anything that is an uncontested instant kill has to be treated with care, but because of how RPGs work, Sneak only gets easier as you go on, so instant kills only get easier.

But not quicktime events. Isn't the inventory juggling enough of a game pauser and flow breaker?
I agree. No quicktime. QTEs are not realistic in the slightest and would ruin the gameplay for me. Daggers in the game are not for sprinting in and slashing wildly, you're supposed to learn how to use them.

I find it satisfying to have trained up my dagger skill from really crappy at first to being able to sneak through a dungeon backstabbing. The thrill comes from hiding from enemies, not QTEs. The dagger is fine as it is.
 

Windcaler

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cloroxbb said:
For me, the perfect Battle system of Elder scrolls would basically be DARK SOULS.
This. Make it first person dark souls where the weapons have weight and seperate moves to them and all kinds of combat will flourish. There will be reasons to take say an Iron sword instead of a Dwarven one because it has similar damage but different move sets. Include the ability to dodge, riposte, shield bash, etc and it should work out great
 

WolfenD

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Two things I would want from a Elder Scroll Game:
(1)The Ability to dual wield shields
(2)The ability to use spears for arrows