Posted April 16, 2011
Navagon: Even within that focussed perspective on that particular aspect - a hit should still be a hit. Just connect and not cause damage. But it should have some noticeable impact on the target. Either that or they dodge or shield themselves from the blow.
They might not be affected in terms of health. But they should be... inconvenienced by the fact that you're swinging a bloody big bit of sharpened steel at them, if you see what I mean. Equally the fact that you're doing so should mean you're that much more vulnerable to counter attacks.
You might want to keep the whole dice rolling aspect of the combat there. Even if it was just something born out of the limitations of the pen & paper RPGs of old (along with everything stat based, really). But that's no excuse for not better incorporating it into a computer game.
It basically sounds like you just want better animation and feedback, which is fine. I think you have to remember the time the game came out though, and the fact games can't focus on everything. If they had spent time making dodge animations or deflect animations it probably would have cost them something else. Also Gamebryo has never been good at animations, even in Oblivion. They might not be affected in terms of health. But they should be... inconvenienced by the fact that you're swinging a bloody big bit of sharpened steel at them, if you see what I mean. Equally the fact that you're doing so should mean you're that much more vulnerable to counter attacks.
You might want to keep the whole dice rolling aspect of the combat there. Even if it was just something born out of the limitations of the pen & paper RPGs of old (along with everything stat based, really). But that's no excuse for not better incorporating it into a computer game.
In any case agree to disagree on "a hit should be a hit."