loveme4whoiam Posted April 17, 2006 Share Posted April 17, 2006 Lol Povuholo. I'd rather begin the campaign for the addition of animation plugins for the editor :D Link to comment Share on other sites More sharing options...
mcrvn Posted April 19, 2006 Share Posted April 19, 2006 Ofcourse it shouldn't be overdone, it's still a rpg it is an rpg, but it is even rather an action rpg!! it's so close to action games than ever so why do you think of them so differently?? ps. check the action rpg of the forgotten realms sign - demon stone (already mentioned in my earlier post) - it is an rpg like game and the palette of moves is far more than just outstanding! About LoK though i still do not consider it an equal to POP T2T.and i do not think of them that different - seen and played through each incarnation of PoP series (starting the 8bit vers ;-) ) however my favourite move is still one of the easiest to perform in both t2t and ww - the one with two blades, jumping on the torso of the opponent, decapacitating the enemy, jumping of him and with a backflip cut another opponent before landing the ground...as for the LoK series - i simply adore the mist form+sneak kill barehanded (breaking the neck - simple easy and efficient), but also with sword , when the blade goes through enemy's back through the heart and finally breaks the skin on the chest ;-) or for example jumping power attack with sword... yep LoK also has some animations cool! Link to comment Share on other sites More sharing options...
modernlegend Posted April 19, 2006 Share Posted April 19, 2006 lol, mcrvn, nice spot picking out the tenshu series. having kill moves like out of wrath of heaven would make it worth playing an assasin! lol. I would really like to see some difference in how weapons are weilded, I'm sure someone said this, but a few more fighting styles would be nice, like one for katanas, one for dai K, one for long swords one for knives and double handed swords as a separation for blades, now if beth released that as a mod I'd buy it in a hot second. Link to comment Share on other sites More sharing options...
Stampede Posted April 20, 2006 Share Posted April 20, 2006 it is an rpg, but it is even rather an action rpg!! it's so close to action games than ever so why do you think of them so differently?? ps. check the action rpg of the forgotten realms sign - demon stone (already mentioned in my earlier post) - it is an rpg like game and the palette of moves is far more than just outstanding! By the beard of Edward Teach, you must be joking man! I'm sure this thread is not the topic for it, but placing Demon Stone in the same category as Oblivion, let alone RPGs in general is really pushing the envelope. Sorry if I offend. 8) Link to comment Share on other sites More sharing options...
Killians5 Posted April 20, 2006 Share Posted April 20, 2006 All the moves that were talked about in the original post on this thread though cool, would make it not an RPG, it would be more like Tenchu mixed with Gauntlet IMO. Also the "lightning out of fingertips" thing they do have that i was watching the goblin shaman peg my girlfriends character from across the room in the prison excape at the beginning and there was a stream all the way from his hand. I love action games but Oblivion is as clossed to the line between action and RPG as i think i would like any more and it would just be a slasher again IMO. (but i would still play it I like action and noone should dislike slashing haha) EDIT: i didnt see the 2nd page when i poseted here sorry......but parts of the post still apply and im too lazy to start from scratch... Link to comment Share on other sites More sharing options...
loveme4whoiam Posted April 20, 2006 Share Posted April 20, 2006 Indeed Killians5, the combat must be tuned so it doesn't become a mindless slashfest. I quite like the simple interface of the combat system now, since although the animations are lacking there is something poised about it. You aren't just wading in and clicking left right and centre - at least, not if you want to stay alive. Link to comment Share on other sites More sharing options...
finniksa Posted April 23, 2006 Share Posted April 23, 2006 The weird thing with Oblivion is that... Not only are the moves really limited in combat, but they're just limited everywhere. Your character doesn't actually bend over and pick something up. She doesn't actually lay down in bed. She doesn't even fight on her horse. She doesn't have eat motions, though some NPCs do. And your character never even talks. You don't physically interact with the Oblivion world at all. You walk here, run there, kill this, sit here, punch that. All animations in this game are so limited it's actually pretty strange. Link to comment Share on other sites More sharing options...
Agraza Posted April 23, 2006 Share Posted April 23, 2006 I'd like it if the persuasion game was a bit more expansive. For example your actions might encompass nearby people, and your conversations really would be overheard. If you're questioning people about illegal activity, you won't get anything out of them in front of a guard, unless you "command" them through magic, and the nearby guard will not like what he hears even if he doesn't realize you're magically controlling another citizen. Why this wraps into this thread is that you would be granted more animations and capabilities that have an area effect (i.e. fable "poses") which would become your persuasion/intimidation game, rather than targeting each NPC and individually affecting them. You could use these in combat/gambling/conversations/etc. to produce different effects, and players would "mod" their own animations with different effects as well, including the aforementioned (sp?) combat maneuvers. Rolling or crawling from one shadowy corner to another might make use of acrobatics in addition to sneak in a manner similar to the block + acrobatics dodge, giving you a speedy and silent transition while maintaining a necessary line of sight. Perhaps the maneuver itself would consider the weight of all your armor, but provide a chameleon bonus so you would be relatively unseen, not unheard. This effect should set off the "who's there?" response from NPCs for a moment if your sneak isn't high enough to entirely cancel your weight penalty, which is a very funny response. I like setting that off a few moments before someone dies. :) In melee combat I would prefer a more granular system of poses and swings to strike or disarm my foes precisely. There are some shield NPCs that are just infuriating, and being able to specifically maim or shock their shield arm, or come in from a different angle would be nice. Furthermore blocking high/medium/low to better deflect varying attacks would be cool. Despite having a high blade skill, and having learned a few tricks, I still come up against my enemy's shield very often. I believe I come against shields even more often with these techniques because they're just so slow by comparison to a normal swing. Due to this I've rarely used these tricks and rely on the quick timing of my standard swing. I appreciate the 1-2 times you're instructed to sit down, and it has an impact. More of this kind of thing would be very cool. So would learning specific animations from distinct locations. Perhaps each skill trainer, not just the masters, would have their own special emphasis on the skill they train. The conjurer trainers might show you how your personality and speechcraft influence the duration of your conjurations (there are books which put into focus the oratory skills of wizards, harry potter amongst them). Evokers might instruct you on how to use your hand/body to better channel elemental forces, providing a damage and/or range bonus. These wouldn't necessarily be functions you're required to perform on a case by case basis. You wouldn't have to select the manner in which you cast fireball. You would merely adopt the animation after having been instructed in many cases. So your player would eventually be doing many different things based on how varied your education is, at least providing a variety if nothing else. Link to comment Share on other sites More sharing options...
loveme4whoiam Posted April 24, 2006 Share Posted April 24, 2006 Uh oh, I spot a forbidden topic in Agraza's post ;D Nice post though Agraza, all of those ideas I would support in-game. I especially like the idea of each trainer putting their own spin on their skill of choice, it would make you think of the mentor-student relationship a bit more. Link to comment Share on other sites More sharing options...
Agraza Posted April 24, 2006 Share Posted April 24, 2006 I apologize. Could you PM me the specifics of my transgression? Or just post it. I know I went a little off-topic, but I think I justified the diversion as substance within the animations. Link to comment Share on other sites More sharing options...
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