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Combat in Oblivion


CrazyGilbert

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I was wondering if oblivion will have a better combat system with maybe more that thrust, slash and chop and if there would be more aspects like being able to parry with a weapon and to slam your opponent with a shield. stuff like that.

 

Will there also be a dodge aspect to combat? or effects like when you hit a pauldron it acually gets hit making it look like it took a beating.

 

Or that armor and weapons could sometimes fall off of your enemy?

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As far as I know the combat system will be much better then Morrowind. I hear that you can disarm your opponent and there will be combos.
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Did you not bother reading any of the mountains of articles that have come up on elderscrolls.com over the last week or two Gilbert? :P

 

Anyways, yes, the combat will be better. But no, I'm pretty sure there won't be any point-of-hit graphical damage to armour, I guess that's still too impractical to pull off.

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Well, Im not gonna make my own litte preview of the Combat System of Oblivion here :P I suggest that you head over to www.Oblivionportal.com theres a ton of reviews there about the combat, stealth and magic system and much much more :D
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Did you not bother reading any of the mountains of articles that have come up on elderscrolls.com over the last week or two Gilbert?

 

I had asked more then one question in my post instead of posting a topic for each one. Just because it is much more logical to do it that way. :dry::dry:

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I was wondering if oblivion will have a better combat system with maybe more that thrust, slash and chop and if there would be more aspects like being able to parry with a weapon and to slam your opponent with a shield. stuff like that.

 

Will there also be a dodge aspect to combat? or effects like when you hit a pauldron it acually gets hit making it look like it took a beating.

 

Or that armor and weapons could sometimes fall off of your enemy?

 

 

It's supposed to be better. Basically, it won't be so much mindless hacking and slashing. There's gonna be a block button that allows you to block all attacks from the front if you're wearing a shield (I'm guessing dodging is going to be manual, much as it is in MW). Attack success isn't random anymore - if the polygons of the character contact the polygons of the npc (or vice versa) the attack is successsful (this is a generalization - not sure how they actually determine it but this is as good a guess as any for one not familiar with graphics programming). Enemy AI should be better, as well as physics. However, don't go expecting a Hong Kong action sequences, although I think that would be a fun mod). Combat will probably be a bit more involved and well paced - a smidgen more realistic.

 

I'd personally like to see NPCs that die a little slower - rather than falling down dead, they clutch their mortal wound, stumble, and crumple to the ground. Seeing arrows sticking out of the target would be cool too, so you can clearly see how he died. But this is just brainstorming - ultimately, we'll see what we get when it's released.

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From a Gamespy preview:

 

"Combat is one of the major gameplay elements that's being completely revamped in Oblivion. Some of the most interesting feedback the team got from Morrowind players concerned the nature of combat. PC gamers are used to Western RPG conventions, most of which are derived from Dungeons & Dragons -- conventions that include behind-the scenes die rolls to determine success or failure. Those conventions aren't nearly as common on consoles, especially in first-person perspective games such as Morrowind. Howard described it this way: "It's amazing how many people played Morrowind and said (to us), 'Why is my character missing when he swings? The enemy is right there!,' or 'Why did that guy see me? I thought I was hiding.'"

 

" We've realized how much combat people really do in a game like this and made it more of a priority to get it right," Howard continued. The Oblivion team actually developed three entirely new combat systems and did extensive testing on them all before settling on the one that will be in the final game. The basic idea of Oblivion combat is to impart the 'kinetic energy feeling' of guys bashing each other with swords. The game will have a number of special moves available and blocking is actively under player control, not automatic. As a result, timing moves, shielding yourself, and responding to the enemy becomes a key strategy in fighting. The team also didn't shy away from the gore either. It isn't over the top or gratuitous, but it does fall in line with the design philosophy of trying to make the game as realistic as possible. Basically, when you really smack someone with a sword, you expect a certain level of blood to come spewing out, so the team is trying to fulfill those expectations.

 

Action gamers, on the other hand, won't necessarily have an unfair advantage. As Howard himself pointed out, the combat system in every Elder Scrolls game has walked a fine line between RPG and action. They've all been first-person and players always controlled their sword arm in real time, but in prior games, the die rolls added an extra layer of randomness between the player and the world. While the combat system of Oblivion tries to remove those layers, RPG players can breathe easy knowing that their beloved stats haven't gone anywhere. This difference this time is that the player's stats determine what they can do, and how effective those things are, but they're now in full control of the "when." Blocking a blow is manual, for instance, but the effectiveness of that block is determined by your character's block skill -- things like how much damage the block absorbs, how much fatigues it causes and so forth. Striking an enemy with a sword is no longer random, but the amount of damage caused is a function of strength and weapon skill."

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