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WizardOfAtlantis

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Posts posted by WizardOfAtlantis

  1. There's a DX 11 now? Well, I'm happy as long as they support DX 9.

    Yeah, there is and there isn't, as in hardly anyone supports it, hardly anything uses it, and even fewer people have the graphic cards that can handle it. :turned:

    I brought it up in another thread, but realistically I would be happy with support for DX 10. From what it sounds like they've done with the graphics of Skyrim (snowfall, etc) I wouldn't be surprised if 10 is a given.

     

    I can't imagine that they would put out a game that didn't support DX 9 as well, though, since most (I'd say) of the gaming world uses XP.

  2. Maybe we will get lucky and there won't be any Imperial Guards. Isn't this taking place 200 years after TES IV? With the Emperor dead at the end of Oblivion, a lot of things could change in 200 years. Perhaps Imperial society's fallen into a hard patch, or is slinking into oblivion (no pun intended), and maybe the Nords have revolted. I personally don't think it will be the case, but I would like to be surprised.

     

    What if the no-guards variant would include the people in the town seeing us do illegal stuff and call on some big Nordic bruisers who quickly arrive, beat us up, and take our stuff back to the main town's hall. That would kind of be a compromise with some of the same game mechanics (except the buy-your-way-out-of-it option).

     

    Of course, the game will be the way it already is. However, someone could always make a mod...Somebody's Nordic Guards Overhaul or something like that. :yes:

  3. A faction system would add greatly to the levels and layers of game play. However, to say that going out and settling things with steel was how they did it in Nordic cultures is very much over-simplifying things. Duels, as we think of them, were certainly not the general way of settling one's business. Escalating factional warfare was more common, as all the sagas will testify.

     

    That said, it still wasn't as simple as kill them and you're done with it. Weregild had to be paid for all slain people, whether slave or free man. Also, redresses could (and would) be brought up at the Thing, the meeting where all the men and leaders got together to decide all the big affairs. There, it wasn't only how many were on your side (which was the greatest factor in factional warfare) but how well you knew the law, and Icelandic law wasn't written down. It was spoken at the Thing, once a year, so your ability to wage your lawsuit was directly proportional to how smart you were, how well you could put forth your case by citing the law as you knew it.

     

    Getting rid of the guards and adopting an Icelandic system would be a HUGE bonus to the game, and cement it for eternity (or at least a very long time) in the Hall of Remembered Games.

  4. I forgot to mention one really important mod, if you want to Overhaul your Oblivion experience, regardless of what mods you add like the ones already mentioned, because there's one that changes the look of everything:

    The Oblivion Graphics Extender v2, found here.

    This adds shaders, light effects, color scales, depth of field..."wow", is the way I describe it. Wow.

  5. The Top 100 Endorsed of All Time is always a good "random" place to start. You have to have the Oblivion Mod Manager, and Wrye Bash, if you want anything Big to work. Plus, the Better Oblivion Sorting Software (BOSS) to order the majority of your mods for you.

     

    The Best Overall Big Boy Setup (in my opinion) then goes something like this:

     

    Oscuro's Oblivion Overhaul (because it is the number one big overhaul, must have it)

     

    Mart's Monsters (because it adds many new enemies, must have)

     

    Francesco's (adds bosses, changes leveled lists of items, must have)

     

    FCOM (to make those above work together, must have, follow the instructions)

     

    Armamentarium (because it adds over a thousand items)

     

    Natural Environments (juices up nature)

     

    Then, either Better Cities (nice but big fps hit) OR Open Cities Reborn (which not only makes cities accessible like in Morrowind but also rearranges them very nicely)

     

    Finally, you need Weather-All Natural (my fav weather overhaul, does a great job plus its Real Lights plugin included is fantastic fr lighting) and Immersive Interiors, which in conjunciton with Weather-All Natural lets you see outside of windows while you're in City interiors...think about it, it's amazing.

     

    And even more finally, AWLS, Animated Window Lighting System. Lights up windows at night and when it rains. Must have.

  6. My Daedric longsword never had an infra-red night vision scope in any of the other TES games, so I don't expect it to have such things in the new game.

     

    LOL, but now there's the dimension-hopping Honda in three flavors so far. :turned:

     

     

    I don't like how the console players go and suggest motion controls just because they think its cool to be able to replicate movement and they think theyre master swordfighters when realy they look like raving lunatics in thier lounge room.

    :laugh:

    The kinect Is a bit far-fetched, isn't it? IMO very much best-left to games designed specifically for that idea. Does something like that even exist for pc? Or is it only a console thing? Haven't wanted to bother with it myself.

  7. I would love to see a better combat system. Nothing too advanced, but just more. And I do have ideas on how it could be done, historically speaking.

     

    I am a teacher of historical European martial arts, with a background in survivalist and military martial arts of the past and present. The curriculum at my school goes from unarmed combat to dagger, sword, longsword, 2-hander, sticks, sabres, staffs and polearms plus various exotic weapons of the Medieval and Renaissance periods (like the sickle, club, etc.) with the focus on how these things worked as systems of war and how they can work today as systems of personal self-defense. I've done thousands of live, unchoreographed duels in public using accurate reproductions of historical arms and armor, I've worked on the translation of period manuscripts from historical masters, and so on and so forth.

     

    And I'll tell you one thing: the Film and Gaming industries don't go past the basic hack and slash because they don't know any better. Period. Even the term hack and slash implies you don't have but the most limited idea of what is being talked about. "I get the sword, I swing the thing". This is valid for everyone, everywhere, unfortunately. I haven't seen a single movie where there is historical swordsmanship of any notable degree, unless you talk about a rapier or something more modern like that. How can we expect a game to go past what the biggest Hollywood blockbusters do? (I expect it, they could even lead the way, but I don't know if it will happen).

     

    It is a sad, sad show that movies put on. Edge-on-edge parries as if swords were indestructible lightsabers, etc., etc..

     

    i still think that the worst problem here is to make each weapon use it's own set of animations

     

    Historically speaking, that's not even necessary for the base set of animations, aside from 1H and 2H weapon categories. All weapons, from a dagger to a two-handed sword use the same basic attack angles. That is why in the old manuals there were diagrams for these things like 8-rayed stars. Basic cutting/impacting attacks followed these lines and it didn't matter if you had a dagger or whatever. Cuts/strikes went obliquely from right to left or left to right, descending and ascending, they went horizontally from right to left or left to right, and they went straight up and straight down. Only the point of impact changed according to height, etc. An oblique cut with a messer (a kind of single-edged one-hand sword) and an oblique cut with a 2H sword at the elbow both follow the same oblique line...the animation would only have to represent the different hand positions upon the weapon. The same swing would work, however, for a dagger or a mace or whatever single-handed weapon, just like it does in Oblivion currently.

     

    And there aren't these big differences that people might think between a katana and a longsword. Both are 2H swords that give you the possibility to use them with one hand, and the basic attack angles and cuts/slashes are the same. I've studied both and I know this. They ARE used in the same way...it's only when you get to *special moves* that they differ, and that is not based on culture but rather form.

     

    An example. The Japanese ken sword, which is a very old design very similar to Chinese straight-bladed swords, is itself straight-bladed and double-edged, with a pommel. The way of using it has striking similarities to the European single-handed, straight-bladed with a pommel sword. Weapon form, not culture, is the overriding factor. Culture presents its own, but form is overriding.

     

    That said, special moves might dictate their own animations, and that is where each weapon could be different. A simultaneous counter-attack with a messer and a longsword are very often identical (except for hand positions, as one is 1H and the other 2H)in principle and substance. However, axes give their own advantages as do flexible weapons, etc.

     

    Basic strikes and simultaneous counters would be easier to implement than I think people realize, and it would be historical and take the game to as-of-yet unseen levels.

     

     

    Plus, combat being a rather small slice of the pie to begin with, it's nice being able to do other things. Constantly hacking, slashing, and raining arrows and spells down on enemies gets tedious after a while.

    I don't think combat is a small part of things at all. I can't go from one city to another by foot without having to kill at least a half-dozen things! I realize it's only a part of the whole, of course, but for some of us, it really is dumbed down. Very much so. That said, I'm glad there is so much more to this wonderful game than fighting.

     

     

    Balance and varying opportunities are what makes TES great, in my opinion. However, I think it would take very little to advance the combat and add two or three relatively simple tiers to it. :thumbsup:

  8. Ok, ive seen people posting stuff like

     

    "add vats to skyrim"

    "add perks!"

    "use the kinect!"

     

    the elder scrolls series is not Fallout 3

    it is not wii sports (dont know any kinect game titles)

    it is NOT another series, it is in the TES series, so why ask for all these things? I admit, perks are a good idea, but the way they were implemented in FO3 is not good for TES

    TES has a set style, and they wont stray from it guys, so why do you ask for these things? i mean seriously? They can sound like good ideas, but picture oblivion with vats... it would suck! imagine oblivion with the kinect! it isnt possible! im sorry if i seem like a total horse's rear end, but this is just unrealistic! I myself would love a motion senser TES game, it sounds epic! but it wouldnt be TES, it would be something different!

     

    sorry for my rant, but please, think things through

     

     

    -TheCalliton

     

    You seem a little overwhelmed by these new ideas, one of which I started in a thread 'round these here parts. That being the possibility that VATS could be effectively used in melee. Take a deep breath and relax, man. :biggrin: It's all in fun, this playing-with-possibilities. It is how you create.

     

    Your tones are a little off, though. What's coming across to my mind, in this thread and in the one I started, is a pretty obvious disdain you have for people that like to talk about new ideas, as if we are being childish and don't understand a series that we are playing just like you (and in my case, playing since its inception). "Think things through?" Really... :no:

     

    Ranting is all good and fine, but pretending to be superior is a crock.

     

    Did you understand the point of why I introduced VATS and Bullet Time discussions into the fray? I've only seen a lot of knee-jerk reactions and explanations that aren't very well thought out/developed, such as *paraphrasing here from another thread/post* "slow mo is only a modern thing and is never done in medieval games/films". The logic being that since it's never been done, it can't be done.

     

    If you would have thought about it more, you might have realized that it has been done before. Playing with visual/perceived speed is a cinematographic technique called ramping. I guess you have never watched 300 or Troy... :turned:

     

    My take on the whole VATS and/or Bullet Time thing comes down to locational damage selection (my personal least favorite) and/or aspects of slow motion combat (more fav), respectively. I don't know how you play the Fallout games, but mine are very hard, based around FWE and Arwen's Realism Tweaks, and combat is not an ongoing affair. It's much deadlier and to the point, like in reality. Bullet Time reflects heightened senses in reality very well. Time does slow down perceptually in real-life combat situations, and the same is true for hand to hand/melee fighting. I play with player damage in VATS, and usually don't ever use VATS as it gets me killed. I prefer Bullet Time.

     

    I would like to see melee more dangerous, like in reality. Bullet Time would fit in very well with a combat system that was, at least, a bit more complicated (Deadly Reflex-like) than the vanilla Oblivion system. To say that such an addition wouldn't be TES or wouldn't fit into the series makes me wonder just how someone views the differences that were introduced in TES IV after TES III, because character development was radically changed (whole weapon and armor categories were destroyed, the whole guild advancement system was dumbed-down...in fact, the whole experience was dumbed-down), horses were introduced, levitation was taken out, etc. Many could argue that TES IV was not in line with TES. This whole discussion could have happened six years ago...and it would have been wrong then, we can see that now, because the changes that were brought into TES IV obviously were/are part of TES, by definition.

     

    And one last note: remember, I'm talking about the Principles behind these mods/game aspects, not the things themselves. Obviously, in a fantasy world, we're not going to have a wrist-born supercomputational adrenalin-controlling fight advisor...such parallels are not necessary at all, and obscure the point of increasing the TES V combat experience.

  9. Good Yule, Merry Christmas, Happy Hanukkah, Felicitous Kwanza (and all the rest that don't come to mind right now, please feel included yourselves!)

     

    My main preoccupation, in the sense of my most immediate worry, is this.

     

    I am a teacher of the warrior arts. I teach what were in the past and what are now in the modern age, military martial arts. This is done in a way that gives the student the possibility of awakening within themselves the Warrior Archetype (not the soldier, but the warrior, as the former lacks the independence that the latter uses to define its higher nature). It is even strange that I have to say "military" martial arts, as the very definition of martial arts should mean, like it always did in the past, just that: "martial"="war". It goes to show the pacifying effect that modern civilization has on our warrior heritage. Sport arts such as Ultimate Fighting, Brazilian Jiu-Jitsu, Karate and even boxing are labelled as "combat" arts when the truth of the matter is that they aren't even in the same league as true combat arts were and are. Our perspectives on these matters have been shifted, and falsified, to the point where the vast majority of people don't even know what they are discussing as the terms they are using to discuss things are, themselves, false.

     

    So what does all this have to do with guns and the 2nd Ammendment?

     

    I practice a variety of arts that have had their foundation in battlefield application for over the last thousand years (two major branches of my practice are Stephen K. Hayes' and Bujinkan ninjutsu, as well as modern Systema, the art used by the Russian Spetsnaz; they are very interesting parallels). Personal self-defense is an extrapolation of this battlefield technology. Over a thousand years, the battlefield has changed, greatly. From the use of swords and horses and spears we have introduced, and now largely rely upon, the Black Arms, guns. Some of my arts adopted these methods in their past, and have overriding theories of martial useage, let's say, that can include any weapon effectively into the mix. Others, like Systema, have had some of their aspects sharpened around gun useage. You don't have to have the guns, of course, but if you make the connection, you can see why rolls and manoeuvres are done in a certain way, for example.

     

    The point is, true warrior arts are not anachronistic past-times for wannabe weekend warriors. Warriors are. Always. People can pretend to be kung-fu masters or samurai or ninja or whatever they want, but unless their arts are up to date and fulfill today what requirements these arts fulfilled in the past, then they are not true warrior arts.

     

    They might be fantastic and beautiful arts for the development of personal power, understanding, and enlightenment. And that is a wondrous thing, very useful in our modern world.

     

    However, true warrior arts where an independent, self-deciding, rational man or woman can use the gamut of personal tools often found in violent confrontations today (from fists to sticks to knives to axes to pistols and rifles) can provide these same sources of enlightenment, and can provide others that those arts who are not up to date cannot themselves give.

     

    Training with is the necessary parallel of training against. I have to learn how to use my fist, or a knife, or a pistol, if I want to understand that weapon in the event it is used against me. Each has its own characteristics, and each gives me the possibility of advancing myself and my understanding of myself.

     

    An art that gives me the possibility of, let's say, practising the same principles I use in unarmed fighting (rolls, strikes, joint locks) while carrying/using/firing-or-not a Kalashnikov, for example, is artificially limited when I don't have that Kalashnikov to practice with. Therefore, my skill set is artificially limited, and so is my understanding of myself for what concerns that aspect of my training. My growth as a warrior is limited, in that respect. Of course, there are millions of other parallel ways to train, and that's another subject, but you can't be literally proficient with the tool unless you have the tool to practice with. Proficiency means safety, for me and for those around me. A warrior is the bringer of peace.

     

    This has all been a discussion of the preparation, of course, for personal fulfilment for those who feel the call of the warrior archetype. We trained ourselves in wrestling, and knife and spear and sword fighting. Now, guns have come along, for a good time now. The ancient masters who truly understood the warrior ways would be disgusted with us, or laughing at our ignorance, if we didn't include their use in our training. They used the most advanced personal weapons of their day...so what are we if we don't use the same advanced personal arms? Some kind of devolved caveman compared to what we should be?

     

    I completely agree with the literal application of the written-in-stone (in my opinion) words of the 2nd Amendment. My family fought in the Revolutionary War. I've read some of the words used by our Founding Fathers on the matter.

     

    Let me include some here.

     

    "False is the idea of utility that sacrifices a thousand real advantages for one imaginary or trifling inconvenience; that would take fire from man because it burns, and water because one may drown in it; that has no remedy for evils, except destruction. The laws that forbid the carrying of arms are laws of such a nature. They disarm those only who are neither inclined nor determined to commit crimes. Can it be supposed that those who have the courage to violate the most sacred laws of humanity, will respect the less important arbitrary ones....and which, if strictly obeyed would put a end to personal liberty?....Such laws make things worse for the assaulted and better for the assailants; they serve rather to encourage than to prevent homicides, for an unarmed man may be attacked with greater confidence than a armed man."

    -- Thomas Jefferson

     

     

    The arrogance of the Present over the (ever-repeating) lessons of the Past is the purest of follies. There is no present without the past, and as the present is the creator of the future, there is no future without the past. Not a good one like there should be, and that is Our responsibility.

     

    (and sorry for the long-winded post) :biggrin:

  10. I chose Giants, and as I seem to be the first and only (so far) to have done so, I'll explain.

     

    Giants have always been both mysterious and terrifying in a way to me. They are obviously like us, or we like them, because physically we are very similar...except they are *more*. And they just don't seem to operate by the same rules that most humans do...

     

    In Old Heathen lore, Giants walked the Universe before Man. The All-Father, Odin, was born of a Giantess named Bestla, and he with his two brothers slew the proto-Giant Ymir and from his remains crafted our world, Middle-Earth/Midgard. Therefore, they Are history and they are the building blocks of the world around us. Not only are they the scholarly past but they are, in a magical sense, the keys to understanding the machinations of the Universe. Old One-Eye would agree with me on this. ;)

     

    As such, they are keys to our ancient past, present, and future. They are outside the bounds of our civilized world (that is, what we understand), and represent natural forces of the Universe which man, if he is attuned, can greatly benefit from. Giants are seen as sources of great and eldritch wisdom, and in fact Odin, the archetypal Wizard, is known to seek wisdom and magic from the Giants as they are the holders of that hoary lore. They, in their mysterious gigantic castles to the East in the mountains, are often sought after not only as advisers and teachers, but the gods also seek out Giantesses for wives, so they can't just be reduced to ugly brutes with nothing to do but bash things.

     

    It is only during the Christianization of Europe that more and more negative elements seep into the old tales of the Giants and take over from the Old Heathen Lore where Giants were sought-after advisers. And as such (foreign, politically motivated, and therefore false), I tend to ignore those elements that see Giants in only negative terms.

     

    Granted, there is always a duplicitous aspect to Giants, since they are so great and powerful and mysterious from a human or even god-human standpoint. They are Older and always a bit unfathomable, so you can't really identify with them like you can a human. But you don't necessarily have to think they're automatically enemies to be killed, however, either.

     

    So, if your Will and your Magic be Great enough, Seek out the Giants for the Old Lore, but be respectful and be up to the Task...or else they might GOBBLE YOU UP!

  11. I can't believe people said it would be cool to have child prostitution in a game. You people must not have kids. Also, go kill yourselves, in real life.

    Who said it would be cool to have child prostitution in a game? Maybe I missed something somewhere...

     

    I thought we were talking about the merits of boobies and nazis (which, together, have here in Italy its own fetish niche, I don't know about other countries). :nuke:

     

    And, really, HeavyHandz...go kill themselves? That's really mature. And friendly. Now I understand your moniker. This discussion really brings out the warmth in people. :biggrin:

     

    This is a great discussion. :thumbsup:

     

    I remember the Nazi march in Chicago. From what I remember, the police had to be out in force...in order to protect the nazis! :laugh:

  12. Huzzah for Jeremy Soule!

     

    However, am I the only one who hears derivative music when you hear those Hoo's and Whuah's in the theme? Ever since the LOTR and the awe-inspiring Maori choir that they used to portray the Dwarves, that sound is a little...recognized. However, I guess one could also say that they (the Shore/Maori combo) did such an illuminating job that they've created a new Thing, with such a power that it attracts many to it, imitators included. And I guess that's all right. A good technique should be used!

     

    Varied voices, on the other hand, would be nice, wouldn't they? Like varied NPC bodies! *hint, hint* :rolleyes: Now back to topic!

     

    Does anyone want to hear the same voice actors, though? I would like to. They bring a sense of home, if you get my drift. Sure, I would like to hear them in the mix of a few dozen others to make them *special*, though.

  13. Okay, so I'm trying to make a mod that is a custom race with a few presets. I made the original custom race by duplicating an existing, unplayable race, changing its name and noodling with its info. I've added a few presets to the race by creating new npc's, and they show up under the new race all fine and dandy.

     

    In game, the race shows up all right and the presets do, too.

     

    The thing is, when I go back into the GECK to add to/tweak the mod and I load it up again (FONV esm and my esp are the only ones ticked), and I go into the object window to look at my race and its presets under NPC's, I see not only my presets but a hundred others that weren't there the first time I made the esp. They go from AttackedCaravanPowderGangersGun2 all the way down to WheatonArmoryLvlRaiderGun (you get the point). There's like a hundred editor id's beside the presets I made.

     

    Is this...what is this? Did I do something wrong? Seemed pretty straight forward and it even came up perfectly in-game. I don't understand why all of these new entries are there.

     

    Help, please! :wallbash:

     

    (and thanks in advance for your time) :thumbsup:

  14. No. Its a proven fact that hypersexualized, scantily clad, objectified women are NOT mature. Period. No one could argue that.

     

    Bad, evil and wrong don't mean the same thing. A bad mod isn't morally offensive or an ethical travesty, its just lame.

     

    Listen i just think its sad that people have to get their kicks from a video game, but you know what, if people want to defend it so god damn much, it isn't worth trying to discuss.

     

    And hey guess what? No one gives a f*** about anything you or I say, because people will make dumb (at least imo) mods no matter what type of objection I have to the level of intellect they represent and maturity they offput. So goodbye.

     

    Yeah, I kinda got it from your first post that you like to live in a world of "proven facts, period". Kinda like trying to justify your morality by being "scientific" and saying that an incredibly well-made mod like BlackBlossom's is "just lame".

     

    If you think it's sad that people have to get their kicks from a video game...then what in the nine hells are you doing here? :biggrin: That's what we're all doing! Sure, my kicks aren't your kicks but that's okay, it's what makes the world go 'round.

     

    But you're wrong (and a little defeatist) at the end there.I think people do care what we say. That's why I tried to point out to you that you're rather inconsistent and, in the end, do just what you profess to not do. I really like this place and I have little tolerance for intolerance... :turned: LOL

     

    I think all mods are good mods if they're made well. They can all serve a purpose. Sure, I don't want mods to endanger the livelihood of this site, but other than that...I might find something distasteful, even sociopathic, psychopathic, or just plain evil, but I still want to see the mod available to the community. In an even better and more mature world, there shouldn't even be mods that could get this company into legal trouble in any country (aside from theft, I guess).

  15. Like I said before man, I don't care about violence, sexuality etc. In fact, the darker, more subversive parts of human nature are probably the most interesting artistically. And I don't take some moral high ground or whatever the hell you said, I think a video game should be an open forum.

     

    HOWEVER:

     

    The way sexuality is portrayed on this site in particular is PATHETIC. Sex is a natural part of human nature, and no doubt a large part of it, but we as a community, and video games as a medium need to treat it with more maturity. Unless you're f--king Alexander DeLarge you can't POSSIBLY defend that something like this is a deep exploration of sexuality and love in the human condition.

     

    No. It isn't. Its perverse mostly, and sensationalist a bit.

     

    See? Like it was already pointed out to you, now you're just being hypocritical. Or Two-Faced, take your pick. Again. :wallbash: Really, don't you get it? You can't say that you don't take the moral high-ground and then Pronounce on the goodness or badness of ideas that, obviously, don't appeal to you.

     

    I have to start thinking that you don't really understand yourself very well, because you say that certain things don't matter to you but then, once again, you start defining this and that as PATHETIC (in all capitals) and that no one could POSSIBLY defend it.

     

    Honestly, you really don't understand how you're being two-faced here? :turned:

     

    You don't seem to understand that you define mature sexuality as the type, kind, and limits to sexuality that you prefer. To you, that is mature and nothing else is. So, oral sex (the first image I saw when I opened the AP page you linked to) is perverse and immature and indefensible? See, that's taking the moral high-ground once again.

     

    Obviously, the Type 3 and Beware of Girl and BB mods are immature to you as well since you can't seem to not mention them. Sure, they're not Evil or Wrong...they're just "bad". Bad, you said. They're just bad?! I really don't think you realize the contradictions that keep coming out of your keyboard. :confused:

     

    Personally, I think we need all of these mods here. The fact that there are some people that fight to keep them up when they could easily be erased is the only thing that guarantees our Freedom.

     

    Otherwise, the true nazis and fascists will ride in on their horses and decide for us what is mature, what is good, and what is bad.

  16. First off, just because it's there doesn't mean you have to use it. :turned:

     

    Second, VATS only turns off damage if you play in hold-your-hand Vanilla mode. It's very easy to die in VATS when you play either FWE or Arwen's. In fact, I've noticed that it's easier to stay alive in an FWE/Arwen's game if I DON'T go into VATS and I use Bullet Time instead. :thumbsup:

  17. Not VATS itself, of course. What I'm talking about is the idea of being able to program in specific-location hits in sequence, to one or more adversaries at the same time. And it doesn't need to be a complete time-stop, either. A slow-down effect like Bullet Time would be more than welcome...and personally, more than enough. I don't really use VATS that much, whereas I love using Bullet Time. BT is how this kind of thing works in reality, anyway, when you're in the perceptual time dance. :thumbsup:
  18. More skill sets

     

    what do you mean? like Two Worlds kinda style.

    I think he means, like not just "blade" more like morrowind with short blade, long blade.

     

    Exactly. :thumbsup:

    The one single overwhelming desire I see repeated in thread after thread is to take the substance of the game back to Morrowind levels and away from Oblivion's simplicity.

    That, combined with juicing things (combat, magic, sneaking) up.

     

    I truly hate the trend in the world that Dumbs Down things. :wallbash:

  19. I would like a system similar to that one, where you can slow down time, mark several targets, over the same thing/person or over different ones, and then let your character execute the attacks.

     

    That's kind of the combination I would enjoy seeing, kind of a cross between VATS and Bullet Time. :thumbsup:

  20. Edit: I've chosen yes because it seems obvious doesn't it?

    Absolutely not. It's only obvious if you want to make it obvious and therefore not have to look any further. That's irresponsible escapism on whoever's part that is saying video games are the cause of anything except escapist good fun.

     

    The article you link to is filled with the usual Propaganda that is always disproved...and look in fact that all of those cases that people tried to bring against the game and its parent companies failed. What a coincidence. Just like the case against Judas Priest.

     

    And the claim that a video game trained him to kill three cops? That's laughably pathetic.

     

    Anybody that attacks someone when they're not expecting it, even if the one attacked is trained, can kill somebody. Get a gun out of the deal due to surprise and you can kill a lot more than one body. As tragic as it is, it's those cops' fault that they didn't handle the situation and allowed a kid to grab a gun from them. It is their fault that it happened, plain and simple. They got themselves killed. Violent confrontation is my field. I know what I am talking about. To think that this video game sufficiently trained some kid is pathetically irresponsible.

     

    Maybe he got lucky. Maybe he had natural physical talent. Maybe he should have done a lot of things differently in life. Maybe his parents were total morons. Maybe the cops were a little undertrained. They were certainly underprepared psychologically if not physically for the situation as they were the highest authorities in grade of maintaining control of that situation there at that moment, of that there is no doubt! But whatever the cocktail of factors involved, a video game was certainly not one of them.

     

    People are always looking for a scapegoat when they just don't understand what happens or why in a situation.

  21. I think it would be a grand improvement. Bethesda have been going away from roleplaying aspects from TES III to IV, and I think they dearly need to compensate for this. More skill sets, more weapon/armor diversification, and the necessity to eat and drink.

     

    I would also add crippling effects type damage in combat, with perhaps higher level restoration spells needed to heal crippled limbs.

  22. So what are your ideas on the possibility that VATS-style combat could enter into TES V?

     

    I think it could be really cool. It's already a system for implementing locational weapon damage, crippling effects, etc. Archery is a perfect parallel to guns, though melee attacks would have to become location-specific but that shouldn't be too difficult for Bethesda. It sets up a possible tiered special attack and/or combo system as well. It could even open up a type of Bullet Time (Sword Time?LOL) possibility.

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