News regarding combat changes in Skyrim.

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
Based on what I've seen before, making the combat more "awesome" is probably going to mean less focus on the actual role-playing. But I will still play this game.
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
In game development, the visual improvements, non-player character AI tweaks, and new storytelling philosophies are all for naught if the base activity the player performs the most frequently is uninteresting or unrefined. In the case of an action role-playing game like The Elder Scrolls V: Skyrim, those activities are swinging swords, shooting arrows, or casting spells at the myriad bloodthirsty enemies rushing toward you in foreboding dungeons of Tamriel. Aware of the combat shortcomings and exploits players used in Oblivion, the developers at Bethesda Studios went back to the drawing board to forge a new direction for Skyrim.

“We wanted to make it more tactile in your hands,” game director Todd Howard says. “I think if you look at our previous stuff I sometimes equate it to fighting with chopsticks – you sit there and swing them in front of yourself.”

Bethesda’s solution is a new two-handed combat system that allows players to equip any weapon or spell to either one of their character’s free hands. This flexible platform opens up countless play styles – dual wielding, two-handed weapons, the classic sword and shield combo, ranged weapons, or even equipping two different spells. Switching between loadouts on the fly is made easier thanks to a new quick-select menu that allows you to “bookmark” all of your favorite spells, shouts, and weapons for easy access.

Taking Up The Blade

Repetition can be a game developer's worst enemy. As players move through the world slashing at enemies thousands of times, the gravity of the action dissipates to the point where it becomes as thoughtless an exercise as flipping a light switch. With Skyrim's combat system, Bethesda wants to restore the visceral nature of hand-to-hand combat. The first step? Changing the pace of the close quarters battles.

In the early stages of development, Bethesda watched fighting videos to study how people react during melee battles. The team found that most encounters featured more jostling and staggering than was present in past Elder Scrolls titles. Using the Havok Behavior animation system, the team is more accurately mimicking the imbalance prevalent in melee combat by adding staggering affects and camera shake. Don't expect button-mashing marathons where the attacker with a bigger life pool wins the war of attrition. If you're not careful on defense you may get knocked around, losing your balance and leaving yourself exposed for a damaging blow that can turn the tide of the battle. Knowing when to block, when to strike, and when to stand your ground is key to prevailing in combat.

“There's a brutality to [the combat] both in the flavor of the world, and one of you is going to die,” Howard explains. “I think you get very used the idea that enemies are all there for you to mow through, but it doesn't seem like someone's life is going to end. We're trying to get that across.”

Nothing drives this brutality home more than the introduction of special kill animations. Depending on your weapon, the enemy, and the fight conditions, your hero may execute a devastating finishing move that extinguishes enemies with a stylistic flourish. “You end up doing it a lot in the game, and there has to be an energy and a joy to it,” Howard says.

As with Oblivion, players have several options for melee combat. Your warrior can equip swords, shields, maces, axes, or two-handed weapons. Specializing in a particular weapon is the best way to go, as it gives you the opportunity to improve your attacking skills with special perks. For instance, the sword perk increases your chances of landing a critical strike, the axe perk punishes enemies with residual bleeding damage after each blow, and the mace perk ignores armor on your enemies to land more powerful strikes.

A good offense must be accompanied by a good defense. To make defending a less passive activity, Bethesda has switched to a timing based blocking system that requires players to actively raise their shields to take the brunt of the attack. If you hold down the block button, your character will attempt to execute a bash move. If you catch a bandit off guard with the bash while he's attacking, it knocks him back and exposes him to a counter or power attack. Players can block and bash with two-handed weapons as well, but it isn't as effective as the shield. Warriors who prefer the sword-and-shield approach can increase their defensive capabilities with shield perks that give them elemental protection from spells.

Bethesda also smartly changed the pace at which characters backpedal, which removes the strike-and-flee tactic frequently employed in Oblivion. In Skyrim you can't bob and weave like a medieval Muhammad Ali as you could in Oblivion. Players can still dodge attacks from slower enemies like frost trolls, but don’t expect to backpedal out of harms way against charging enemies. If you want to flee, you must turn your back to the enemy and hit the sprint button, leaving you exposed to an attack as you high tail it to safety.
Conjuring Better Spell Casting

Keeping in line with the philosophy of making the combat more tactile, Bethesda took inspiration for its spell casting from an unlikely source in Irrational Games' BioShock. Fighting his way through the city of Rapture, Howard was impressed with how Ken Levine's team visualized the power of the plasmids in your hands. They're adopting a similar approach for Skyrim.

“Before when we had magic, it never felt to us like you were actually doing it,” Howard admits. “It was a separate button, it flew out of your fist, and you could have a shield in your hand or a two handed-weapon – you could do it with anything.”

In Oblivion spells were cast with a face button, which allowed you to equip traditional weapons for melee combat and deftly cast spells between swings. By forcing players to equip a spell with one of their hands, players must make more of a commitment to learning the arcane arts. The ability to equip two different spells on your left and right hand raises the question – can you combine more than one spell? “We're not talking about that,” Howard says with a smile. “We're not sure. We'd like to; it'd be awesome.”

Even if you can't combine spells, magicka students will have no shortage of options, with over 85 spells divided into five schools of magic – destruction, restoration, illusion, alteration, and conjuration. Longtime Elder Scrolls fans may notice that the school of mysticism is absent. That's an intentional move on Bethesda's part. “It always felt like the magical school of mysticism – isn't that redundant?” Howard says. The spells formerly housed under the domain of mysticism have been moved to other schools of magic.

One of the more alluring changes to the spellcasting in Skyrim is how you can employ spells in different ways. For instance, you could blast enemies with a flame ball from afar, hold the button down to wield the spell like a flame thrower, place a rune on the ground to create an environmental trap that spontaneously combusts when an enemy steps on it, or equip the spell with both hands to deliver high damage fireball attacks that drain your magicka reserves quickly. The shock and frost spells give players an equal amount of flexibility.

The Havok Behavior technology gives the spells more visual flair than we've seen in past Elder Scrolls games as well. If you cast a frost spell, you'll see the effects on the enemy's skin. If you're wielding the flame spell like a flame thrower, the environment will catch fire for a short while and burn anything that comes into contact with it.

More so than in Oblivion, Skyrim’s new magic system also gives players legitimate benefits to using one attacking spell over the other. Fire deals the highest amount of damage, lighting drains the enemy’s magicka, and frost drains stamina and slows down enemies physically. This gives players more incentive to use particular spells against specific enemies. Why shoot fireballs at a wizard when you can simultaneously drain his heath and magicka with a shock spell? “There’s a gaminess to it that we didn’t really have before,” Howard says.

If you come face to face with another wizard, you’ll want to keep an attacking spell in one hand and improve your defense by equipping a ward spell in the other. Suddenly, magic duels become much more interesting, as you must attack at the opportune time, use the ward as a shield when your opponent is casting spells your way, and manage your magicka level by consuming potions.
Dealing Damage From The Shadows

Magicians and warriors aren’t the only play styles enjoying the benefit of combat enhancements. If you prefer to do your killing from afar with a bow and arrow or assassinating enemies from the shadows, Bethesda has some improvements in store for you as well.

Ranged weapons could be effective in Oblivion once you improved your skill level, but you had to pierce enemies with several arrows to take them down. After playing an Oblivion mod that turned the bow and arrow into a formidable weapon capable of one-hit kills, Bethesda decided to adopt that approach. It now takes a lot longer to get off a shot, but the arrows are much more powerful than before.

As in Oblivion, you can zoom to aim, and the longer you keep the bow drawn the more powerful your shot will be. Unlike Oblivion, the arrows now violently impact enemies with a satisfying thud. To keep players from coasting through the world plucking enemies from afar, Bethesda has significantly altered the arrow economy to make them a valuable but limited option. You won't be rolling into combat stacked with 50 Daedric arrows anymore. Though you don't have much defense when using the bow and arrow, if an enemy gets too close for comfort you can still execute a bash move, which knocks your foe off balance and gives you time to create distance between you and your target.

Stealth basically works the same as it did in Oblivion, but Bethesda has slightly altered what happens once enemies detect your presence. Now when NPCs think they see or heard something, they go into an alert state. Characters with a higher sneak skill will have more time to duck back around the corner or find sanctuary in the shadows. This new system eliminates the sudden attacks that sometimes caught players off guard in Oblivion.

Once you successfully sneak up behind an unsuspecting victim, you can unleash a deadly blow with the dagger, an almost useless weapon in previous Elder Scrolls games that is receiving a major boost in Skyrim. “Now when you sneak up behind guys, the dagger does something like 10x damage,” Howard says. “I don’t know if we’re going to keep that, but you feel like you should be killing the guy if you’ve gotten that close and you have a dagger.”

Though the dagger is still considered a one-handed weapon skill, the perks for the weapon are housed under the stealth banner.

The Dragonborn Prophecy Fulfilled

As the Dragonborn, players can wield the dangerous dragon shouts during battle as well. The shouts may have magical properties, like the ability to slow time or call a dragon to your aid, but they are different than magic in that every character can employ them regardless of their spell casting skills. If you want to learn more about this supplemental power, read our in-depth discussion here.

Binding all of these improvement together into a cohesive system, Bethesda's reinvigorated Elder Scrolls combat looks to be taking a large step forward.
 

DaveSimmons

Elite Member
Aug 12, 2001
40,730
670
126
I'm not a big fan of fighting games so making melee too complicated could ruin combat for me :(

In FO3 & NV I was 99.9% guns, aside from bashing bugs early on to conserve ammo.
 

simonizor

Golden Member
Feb 8, 2010
1,312
0
0
Doesn't really sound all that great to me. I liked being able to cast spells while wielding a shield and sword. The dual wielding sounds cool, but not overly exciting. The changes to make combat more realistic sound interesting. I'm not sure if I'll like the way blocking is going to work. The Dragonborn shouts sound cool. The rest of the changes sound like they could be either something that you barely notice or something that makes gameplay very annoying. I don't see many things that people were actually asking for other than the combat fixes..

I'm not a big fan of fighting games so making melee too complicated could ruin combat for me :(

In FO3 & NV I was 99.9% guns, aside from bashing bugs early on to conserve ammo.
I agree with you. I enjoyed oblivion much more for the story/world than for the combat. I didn't really care how crappy it was, I was lost in the huge world.
 

coldmeat

Diamond Member
Jul 10, 2007
9,234
142
106
I like the idea of equipping 2 different spells. Last time I played Oblivion I played with a mage character, and I suck at being a mage so I really only focused on fire/fire weakness spells and it got kinda annoying to have to constantly switch between the weakness spell and the fireball.
 

dennilfloss

Past Lifer 1957-2014 In Memoriam
Oct 21, 1999
30,509
12
0
dennilfloss.blogspot.com
I'm not a big fan of fighting games so making melee too complicated could ruin combat for me :(

Ditto. Plus that makes it harder for us older folks. Heck, I could enjoy a turn-based combat every once in a while. Played Wizards (turn-based rpg) on my cell phone during the holidays and still enjoyed that.:)
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
I like the idea of equipping 2 different spells. Last time I played Oblivion I played with a mage character, and I suck at being a mage so I really only focused on fire/fire weakness spells and it got kinda annoying to have to constantly switch between the weakness spell and the fireball.

Something that Morrowind, Oblivion, Fallout 3 and New Vegas missed was a good weapon/spell access system. The hotkey assigning just didnt seem to work well. They keep moving towards the first person shooter play but without any of the interface conveniences needed to make such gameplay work well.

I'd like a system similar to Half-life 1/2 and Red Faction 1/2 where you have catergories which can be picked and cycled with a number key and also cycled with the scroll wheel. Only make them user assignable. And if you lose a particular item, it does not permanently delete it from your hot key list, just grays it out until you replace it. I hated having to re associate my hotkeys after getting equipment back or losing it to a repair.

For oblivion I would have something like blunt weapons on 1, edged on 2, bows on 3 (no throwing weapons in that game, or crossbows :( ), ranged attack spells on 4, touch attacks on 5, healing self spells on 6, boost self on 7, and then 8,9 and 0 could be reserved for potions or poisons, or maybe the occasional ranged or touch heal/boost spell, which is good in those quests where you have to protect allies. Scrolls would be grouped with their spell equivalent, but slightly modified icons to remind you you'd be using up a scroll instead of MP. In fact if there could be a small number off to the side of the selected spell letting you know its mana cost that would be great too.

For Fallout it would be unarmed weapons on 1 (gloves and brass knuckles and death claws), melee weapons on 2, pistols on 3, smg's and maybe shotguns on 4, large rifles on 5, energy on 6, super weapons on 7, boosters on 8,9 and stimpacks on 0.

Also, all those things should be accessible on the big keypad as well.

Come to think of it, Max Payne 2 also had grouped weapons.
Yup, that would solve a shitload of issues right there. Groups and scroll selection.
 

pontifex

Lifer
Dec 5, 2000
43,804
46
91
if they can fix the "block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing, block, swing" repetiveness of Oblivion, then their games might be worth playing.
 

Scooby Doo

Golden Member
Sep 1, 2006
1,034
18
81
Well they got rid of mysticism... not too surprised, wonder if all the weapons will be stuffed into one category.
 

ConstipatedVigilante

Diamond Member
Feb 22, 2006
7,670
1
0
I remember hearing all the same promises with Oblivion. It was still a good game, but they stripped it so badly it was like nothing they showed us in the previews.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
That was due to a late attack of consolism.:whiste:

It was due to a complete dumbing down. Not just for consoles. Morrowind was released on consoles and it wasn't completely made for 4 year olds. I mean, fast travel to all towns on game start, a huge red / green quest marker, invincible quest npcs, no losing quest items... It just didn't feel like an RPG because it required no thought whatsoever. The combat was the same. I wish they'd bring back the different types of bladed combat. There is significant difference between using different types of weapons.


On the combat subject, I do like the idea of the changes. The sneak / dagger combo sounds very much improved. I hated being a thief because even though I got the 6x damage modifier, I wasn't one hitting unsuspecting targets like I should have been doing. If I was able to get in that close, while staying undetected, I could easily stab them in the throat or something. I hope they go to a more VATS style system where certain body parts have health.
 

Red Storm

Lifer
Oct 2, 2005
14,233
234
106
I'm glad spells are being switched to dedicated, it rewards magic users more. I love the idea of being able to use two spells at once, and the variance of the spell depending on how long you click/hold the button. Cool stuff! Can't wait for the community to mod it all to even better heights.
 

Edge1

Senior member
Feb 17, 2007
439
0
0
Can't wait for the community to mod it all to even better heights.
That will be the hard part - waiting for the mods. Really looking forward to this title. From the sound of it, the combat system is still being developed...which makes me question whether they will meet their release date (in November I think?).

Guess we'll see.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
The biggest improvement they can make is to fix the stupid leveling system - having common Bandits decked out in Daedric Armor is just asinine.


For combat, the biggest issue for that was you had one swing, that's it.
No jabs, parries, thrusts, stabs, etc.

They had the so called Power Attacks, which I don't think I ever figured out how to effectively use . . . .

Blocking was fine as far as I'm concerned.


Yeah, these changes are starting to sound like they're making it into and Arcade/Fighthing game - or in short, more Consolization . . . .
 

dennilfloss

Past Lifer 1957-2014 In Memoriam
Oct 21, 1999
30,509
12
0
dennilfloss.blogspot.com
What would be really nice for combat is to have differential damage depending on where you hit on the opponent's body, taking armour (or lack thereof in that particular spot) into consideration. For example, an arrow between the eyes = instant kill whereas in the forearm, just some hit points lost.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
What would be really nice for combat is to have differential damage depending on where you hit on the opponent's body, taking armour (or lack thereof in that particular spot) into consideration. For example, an arrow between the eyes = instant kill whereas in the forearm, just some hit points lost.

That would be pretty cool, but with everything else going on I doubt they have the computational capacity for it.

.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
The biggest improvement they can make is to fix the stupid leveling system - having common Bandits decked out in Daedric Armor is just asinine.


For combat, the biggest issue for that was you had one swing, that's it.
No jabs, parries, thrusts, stabs, etc.

They had the so called Power Attacks, which I don't think I ever figured out how to effectively use . . . .

Blocking was fine as far as I'm concerned.


Yeah, these changes are starting to sound like they're making it into and Arcade/Fighthing game - or in short, more Consolization . . . .

They had plenty of other attacks and the power attacks were extremely simple to "figure out". You hold the button and depending on what you were doing, the attack acted differently. They also depended on your Blade skill. People who are inept at handling a blade don't effectively use many different types of attacks other than the basic "swing sword" motion.


That would be pretty cool, but with everything else going on I doubt they have the computational capacity for it.

.
Fallout 3 / NV already has a system very similar to what he is describing. Having DR (based on armor) for individual body parts isn't a huge leap forward in what it would take to calculate either. GURPS (Generic Universal RolePlaying System) has a system modeled to mimic real life (somewhat) when it comes to combat. That is what the original Fallout was supposed to use, some conflict arose between the two, and they had to come up with their own system, but borrowed heavily from GURPS.

Actually after reading more into it, there was no reason given for GURPS being dropped from the release of Fallout, as it happened late in the development.
 
Last edited:

Imp

Lifer
Feb 8, 2000
18,828
184
106
Like the timing of the block part. In both Oblivion and Fallout, i just held the block key down, and when that didn't work, I stopped blocking altogether and mashed the left-mouse button.

Gothic 2 had it done pretty well. You could survive about 3-4 hits max without healing going up against an Orc. Really freaking hard though.
 

Red Storm

Lifer
Oct 2, 2005
14,233
234
106
It would definitely be cool to say use a crossbow and shoot someone in the leg which forces them to stumble and have to crawl around. Locational damage would be great.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
They had plenty of other attacks and the power attacks were extremely simple to "figure out". You hold the button and depending on what you were doing, the attack acted differently. They also depended on your Blade skill. People who are inept at handling a blade don't effectively use many different types of attacks other than the basic "swing sword" motion.

Pretty much shows my point that I never really got much out of it (Power Attack), or if I did, it didn't really seem much different than a generic attack.

Now Morrowind had different types of attacks/swings. In Oblivion using swords it was always the same swing for me - didn't matter if I had 100+ skill and 125 quality sword or not.

If there is/was more than just the regular swing (PC version), then that just proves my point even more that for an old fart like me, that even more detailed changes is turning this into a Arcade/Fighting game.

Really, I don't want to have to cross my Ankles a certain way, stick my finger in my Ear while touching my touching my Elbow and hit multiple key combinations in rapid sequence just to play a game.


I really really looked forward to Oblivion coming out, but the leveling and generic caves were quite disappointing.
The Engine broke for me (animation freezes), and as such, I totally skipped all the Fallout stuff they did since in all likelihood it was going to do the same thing (same Engine).


I'm going to watch this one (Skyrim), but I'm not really all that excited after the recent things Bethesda has done with their games.
 

StinkyPinky

Diamond Member
Jul 6, 2002
6,973
1,276
126
So they will have pre-set spell combos?

So you make a combo of weakness, fireball, lightning and assign that to a key. And when in combat you press that key and your guy casts them one after the other.