Yeah, I should just keep my big keyboard shut sometimes.
So, we have three weapon swing methods implemented in DFU at the moment:
1) the classic Daggerfall/Arena/Ultima Underworld method (hold the right mouse button and move mouse)
2) the Morrowind method (click mouse button once to attack once)
3) number 2 in a loop with the mouse button held down
The advantages of 2 and 3 are obvious (easier to input, especially when you want to move your character at the same time), but the disadvantage is that the weapon swing is randomised. The different weapon swings are not just for show: they have different chances to hit and damage bonuses.
I suggest a 4th option, which is number 3 plus a hotkey to set the type of swing in advance. A character with low agility and weapon skill would be better off if every weapon swing was a thrust. A character with high agility and weapon skill would be better off with more overhead swings.
How about yet another weapon swing method?
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- Jay_H
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Re: How about yet another weapon swing method?
I have moved this topic to Modding General
- WhiskeyTangoWoodElf
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Re: How about yet another weapon swing method?
YES! I have been thinking about this as an option for a while now. Not to throw any shade, but I really do not know why this is not a feature built into Core DFU (With settings to choose from options 1-4).
- Ralzar
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Re: How about yet another weapon swing method?
This has been discussed a couple of tomes before and the best setup for something like this I imagine would be:
Click: Randmly select left or right swing.
Hold-click: Overhead attack
Double-click: Thrust attack
Click: Randmly select left or right swing.
Hold-click: Overhead attack
Double-click: Thrust attack
- DunnyOfPenwick
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Re: How about yet another weapon swing method?
Should probably be forced to always use thrust attack if submerged...
- C0rg1
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Re: How about yet another weapon swing method?
Another method of swinging a weapon in a mele game may have been overlooked.
An old game titled "Die by the Sword" used the smooth mouse movements to control the right arm of your protagonist.
You can find plenty of videos on YouTube about it.
Unlike Daggerfall which seems chunky, this presentation is smooth and more accurate.
It does not affect gameplay like your suggestion but I thought I'ld give it a mention.
It was not VR but the game seems ideal setup for a VR immersion such as Occulous.
Unfortunately it is extremely dated in comparison to what they already have out there right now.
An old game titled "Die by the Sword" used the smooth mouse movements to control the right arm of your protagonist.
You can find plenty of videos on YouTube about it.
Unlike Daggerfall which seems chunky, this presentation is smooth and more accurate.
It does not affect gameplay like your suggestion but I thought I'ld give it a mention.
It was not VR but the game seems ideal setup for a VR immersion such as Occulous.
Unfortunately it is extremely dated in comparison to what they already have out there right now.
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Re: How about yet another weapon swing method?
I also wouldn't mind seeing a similar #3 "Hold Loop" option for spellcasting targeted spells. Sure would make spamming training spells a lot easier on the fingers/mouse (and not have to set a macro for my Razer mouse).
- gwemby
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Re: How about yet another weapon swing method?
That's not entirely accurate, though. Morrowind featured different attack types determined by player movement.2) the Morrowind method (click mouse button once to attack once)
Frankly, that would seem to me to be the logical way to include directional attacks: parity with later games in the series, and no extra inputs beyond clicking once per attack.
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