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Comments
My greatest exposure to medieval european high fantasy settings thus far has been:
* several D&D campaigns
* the Lord of the Rings movies.
- The Shire is Romantic-period England, sans industrialised technology.
- Anor (what remains of it) is like very early Middle Ages Europe as a whole; lots of lawless wilderness punctuated by small outcrops of civilisation.
- The Elves of various types are Celtic in inspiration.
- The Dwarves are pretty damn Norse.
- Rohan is southern Germania mixed with the Anglo-Saxons.
- Gondor is a bit Renaissance Italy, a bit of Ancient Rome and a bit of Arthurian England.
So while LotR certainly contains many Norse elements -- hell, Gandalf even looks like Odin -- that's not even half the inspiration of it. Keep in mind that many different Germanic tribes and peoples had similar cultural temperaments and taste in mythology. The Norse are certainly Germanic, but so are the Goths, Lombards, Saxons, Teutons and so on and so forth. While the Norse are a very popular Germanic people to focus on within popular media, people like them were throughout central Europe, mostly around what would be considered modern-day Germany, Austria, northern Italy and parts of Poland.
>Hey, I'm just talking about ways to break the game. If you want to play it legitimately, that's different.
>implying that min/maxing isn't legitimate and more than half the fun of any Bethesda game
Goodbye Earth, hello Tamriel.
me and my devoted sarcastic Housecarl Lydia, out to save the world..or get endlessly sidetracked by sidequests and shouting FUS at people
The size and inaccuracy of the weapons is made more obvious by the relative accuracy of the early armours. Even iron and steel plate are on the slender side. but the weapons? Universally massive! This would cause a shift in warfare and combat, since the mass of the weapons would render lots of armours obsolete, therefore rendering the massive weapons obsolete. Before you know it, everyone would be fighting with light armour and the "single-handed" swords in a temporal, reversed parody of early medieval Scandinavia. As much as early medieval Scandinavia with lots of maille and longswords strikes me as awesome, the game sadly never reaches this logical conclusion.
With this in mind, I'd like to bring up the horribly mediocre combat. Anyone have any thoughts on what might be done to improve it for the next game, without violating the simplicity that is requisite of such a broad game? I was thinking:
- For the love of God, build the combat system around the third-person perspective. A first-person perspective has too much of a sensory disconnect from real life.
- More deliberate, controlled animations, with hit detection to match. This is a tactical consideration; if you can measure attack arcs more effectively, you're more likely to use position, elevation and obstacles to your advantage.
- Bring footwork into it. Have each attack "force" a kind of footwork if you're in motion, such as a forward-right diagonal motion causing a forward-right diagonal step. Do this without forcing visual perspective or character facing, but limiting it. This way, one could strike as they moved and swivel their character so that they ended up facing their adversary. This should apply to the AI as well, removing any semblance of button-mashing combat on either side.
- In addition to the above, your strike should come from the direction you're moving into, so to speak. So moving forward-right diagonal means your strike is diagonal, starting on your right and moving left.
- Force timing. Clicking again too soon should result in nothing, but there should be a certain timing that allows an additional strike (plus footwork) to flow from the previous one.
- Two-handed weapons should be faster than one-handed weapons.
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There should be an intermediate weapon type, "longsword", which benefits from both one-handed and two-handed skills.- Optionally, weapon collisions could be part of it. While the above keeps things reasonably simple, it would be interesting to force players to choose a strike that's unlikely to be intercepted, or to choose a strike that might be intercepted, but choose footwork that will gain them the superior position.
- If the above is used, shields should be a passive defense, and should move in relation to one's strike, covering an opening that the weapon doesn't. Perhaps the "block" button could actually become a shield bash in regular combat, but serve as a weapon displacement if you use it as an adversary hits it?
tl;dr I will not be outdone for geeky pedantry.
Just visited High Hrothgar, because I wanted to learn about shouts before I got too sidetracked. Which even that was hard, because I kept getting distracting by caves or bandits or catching butterflies.
Also, I fucking hate Frost Trolls.
>tell fingers to type "Dunmer"
>fingers type "Drow"
Right now, I have two words of Intimidating Shout, one of Whirlwind Sprint, and one of Frost Breath.
BTW, which side are you taking in the war?
I haven't committed yet, but I was going to side with the rebels.
And yeah, that would be helpful.
And yeah, go with the rebels. The empire sucks.