TodaY Posted June 28, 2010 Author Share Posted June 28, 2010 Funny, the last thing I have trouble with is lockpicking - I just use a little patience by keep hitting the pin again until it slowly rises and then simply set in place. It's the direct melee combat that I can barely stand - Most hostile NPCs you run into at an early level mostly wield two-handed weapons (which isn't great for those with shields), and several times I've wondered if fatigue checks downright fail no matter what - you can metaphorically wear them out by running around while they try swinging at you, but it seems that when they do make a hit they still do normal damage despite all that swinging. ...But then you have conjurers and bandit archers, but they pretty much fail at melee and dealing with an acrobatic PC. Stumbling in battle is understandable, but it's cheap stumbles done to me that irks me. Or stumbling again after regaining composure - I'm not one of those cliche'd evil minions that attack you in droves, but can't quickly retaliate after one simple swing of your weapon knocks them down, giving you a wide window of opportunity to finish them off. And then there's health, but I'm not dependent on most restorative items even if it's the best option in a low-heath situation - I'm more towards going for a high level and then let magic do the healing instead of potions or other restorative items (unless it's for magic, I do use that when needed). I blame JRPGs more than myself for that tactical mindset. Ooooh, asking a lot of me here ;p - luckily, there's thousands of combat mods out there, I might try to get permission.... or try to do it myself... all alone... *snif*lol ;p- I am currently disabling those maddening barter conversations (yes! I know I bought that for a ******** song! shut up!) - do you think i should do the "skill comments" to? (you know, those like look at the muscles on you & stuff) Link to comment Share on other sites More sharing options...
ziitch Posted June 28, 2010 Share Posted June 28, 2010 Well, the simplest solution is just make the enemies with two-handed weapons have low speed and agility, i.e. at the most 1/3 average speed for bandits or enemies with light armor and 1/2 for marauders or enemies with heavy armor, when compared to your stats. The difference should diminish as you level up and gain in those stats, so that they're still challenging later on. It would make having an apprentice skill Acrobatics or with high speed or agility a bit less mundane, since someone with that much skill should easily dodge a bandit's clumsy hammer swing. Link to comment Share on other sites More sharing options...
Megatarius Posted June 29, 2010 Share Posted June 29, 2010 Okay, man I don't know where to start. I'm convinced they didn't even playtest their own game. How could they have, when they were rushing to get it out for stupid-ass XBOX 360? The third speed thing is a very important point. I don't think we need a third speed per se. All we really need is to have all the following missions be either a): they run to a certain spot and wait for you to catch up, or b): they follow you, even if you don't know where to go. It would have to be reliant on quest markers for this, which I don't use. How often would they not tell you where they're going anyway? I'll post more as I think of them. The problem is, I have so many complaints and none of them are coming to mind as soon as I need them to. :P Link to comment Share on other sites More sharing options...
TodaY Posted June 29, 2010 Author Share Posted June 29, 2010 post ahead man ^^ im off to bed, but will look at this tomorrow >;] Link to comment Share on other sites More sharing options...
dharh Posted June 29, 2010 Share Posted June 29, 2010 finding a very hard lock chest and you open it and all it has is like 20 gold and probally a dish but still its pain after going to through hard work off lockpicks and all you get is like a pewter or 30 gold or so on sometimes you would be luckly to get armour It'd be nice to find a mod that associated the level of difficulty with the contents of the chest. I'm playing a Shinobi character currently and it's pretty annoying getting to the end of a dungeon after slaying from the shadows mundane and inhuman foes only to receive a paint brush and 8 gold from a very hard chest. Also, after sneaking into one guys house and successfully assassinating him via stabbing him to death (Deadly Reflex), I found out how valuable a bowl and flawed jewel can be to someone so wealthy (again, a very hard jewelry box). I'd like to see a cross between a chest releveler and custom chests. Although I am actually pretty sure there is at least one mod out there that already fixes chests from having lame stuff like paint brushes and bowls. I think one of the mods that changes how the lock pick mini game thing works or one that changes the picks themselves. I'm too lazy to look now. Chests at the end of a dungeon should be completely custom, specifically dropping some type or piece of armor, possibly such that you can only get that armor or type of armor from that chest. All the other chests can be random generated from a cleaner (no bowls and crap) loot table. Link to comment Share on other sites More sharing options...
AltreU Posted June 29, 2010 Share Posted June 29, 2010 I was thinking about manually inserting special chests at the end of each dungeon with randomized decent to rare quality goods. If I killed 50 people and undead to get to a hidden room, there best be a point to it. That'd be like owning at your job for 3 years and never getting promoted. Statistically, beginning level enemies would decimate any play type. When I start the game (using the alternate beginning from the ship), I head to the IC sewer to get the necklace and then to Vilverin on a setting from medium to max difficulty. With my current character, being a Shinobi relying on ranged attacks, I scope out the area just outside and locate each enemy (with slightly increased spawns, there are usually 4-6 enemies). This is where the problem begins: as a Wood Elf, my marksman is very capable of taking 1-2 enemies down, no problem. But if the first doesn't die in one hit, they locate me and run like Olympic sprinters to my hidden location and form a gangster/mobster-esque circle around me, proceeding to bludgeon and stab unless I find a spot to squeeze through. Then, having around 65-70 speed and 70 agility, I run. I'm wearing light full body armor, around 7 pounds total while equipped with a bow (put away for max speed). These bandits wielding massive battle hammers, axes, claymores, and medium to heavy armor proceed to not only catch up with me, but also beat and slash me on the run. Combat Hide reduces the number of times this happens, but it does still happen. When I'm outside in the open, they can walk around freely and still find me (say one of the group walks out of view, he ends up behind me, alerting the group). One solution would be to get rid pf the increased spawns, which means that the game wouldn't be as fun for my characters that have high defense. Another would be to lower the difficulty to make the taken damage not as life-threatening, though I might as well console: kill everyone instead because I want weapons to do realistic damage. If I get smashed with a hammer, it should take a chunk of health and when slashed with a claymore, my health should be significantly reduced. But the speed of the enemies compared to me is ridiculous! Link to comment Share on other sites More sharing options...
ziitch Posted June 29, 2010 Share Posted June 29, 2010 That's what I'm saying - I don't think the game associates the type of stats hostile NPCs should have when compared to what they're wielding and wearing - Almost anyone with a two-handed weapon (especially hammers) should be slow and slightly clumsy due to that weapon's weight and power, meaning that they can be quickly dispatched with either one or two well-placed arrows or by a much quicker and more acrobatic player. That, and when comparisons are made, speed and agility aren't simply adjusted for every foe to nearly match players with high numbers in those stats, but do a fully compared analysis of the player and the enemy (class, type, race, stats) before adjusting the values, eliminating the chance of brutes with two-handed weapons and full sets of heavy armor being able to catch up to your speedy assassin. Link to comment Share on other sites More sharing options...
AltreU Posted June 29, 2010 Share Posted June 29, 2010 That's exactly what happen: Locate each foe in the general area, determine the range of their attacks, determine which non-ranged characters SHOULD be the fastest, and assume that their stats SHOULD be statistically similar (as in the total #). Take what should be quick foes, then ranged (it's easy for me to dodge their attacks or predict when they'll fire/cast), and then mop up the ones that SHOULDN'T be able to reach me within the time frame of the attack due to my distance (I've stood out of reach before, but I started to feel bad watching the NPCs run in circles trying to reach me while I set up sneak attacks, so now I stay ground level, but hidden). After executing the first and second steps, I'm thinking, "Now for the slow ones...wtf, they run like bulls, AAAAHHHHHHHHHHHH!"The annoying thing is that when I get into a dungeon, the enemies have to either line up to chase me (which for some reason, they don't move as fast in dungeons...) or they never locate me due to tight corridors, leading to my favored Shinobi kills (just what I made him for, stealth kills). There's a room in the mentioned dungeon that contains for "prison cells" full of 2-5 skeletons each. To see just how stealthy I was, I unlocked each door and killed each skeleton while in normal stealth, only being alerted for a second or two. So, I'm content with some aspects, but others I feel I'll have to deal by hand. Link to comment Share on other sites More sharing options...
TodaY Posted June 30, 2010 Author Share Posted June 30, 2010 eerm peoples, im not gonna overhaul combatthis is a little sideproject - I cant spend a lot of time on it, mostly because Im teamlead of that link in my siggy, and accept to many requestsi can do stuff like deleted annoying merch dialogue, or making lockpicks more commonbut no overhauls Link to comment Share on other sites More sharing options...
MikeySix Posted June 30, 2010 Share Posted June 30, 2010 What's annoying me? Not being able to be a proper hot looking vampire because either I can be hot, but buggy, or ugly, and work fine. I almost found the perfect balance, but it changed my eyes from gold to black and white, and it was ugly. Link to comment Share on other sites More sharing options...
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