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{"id":3085646,"date":"2011-01-25T00:01:03","date_gmt":"2011-01-24T23:01:03","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/the_elder_scrolls_5_skyrim-das_kampfsystem\/3085646"},"modified":"2024-05-03T22:33:06","modified_gmt":"2024-05-03T20:33:06","slug":"the_elder_scrolls_5_skyrim-das_kampfsystem","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/the_elder_scrolls_5_skyrim-das_kampfsystem\/3085646","title":{"rendered":"The Elder Scrolls V Skyrim: Das Kampfsystem"},"content":{"rendered":"

Nachdem Bethesda bei Game Informer bereits die neue Engine<\/A> sowie Features wie Radiant Story<\/A> und den Drachenschrei<\/A> erl\u00e4utert hat, besch\u00e4ftigt man sich jetzt mit dem Kampfsystem<\/A> von The Elder Scrolls V: Skyrim <A class=DYNLINK onmouseover="DynToolTipp_Show('Klicken f\u00fcr Gameinfos<\/b>‘)” onmouseout=”DynToolTipp_Hide(); ” href=”javascript:DynCont_Display(‘Gamefinder’,’runmod.php?sid={SID}&LAYOUT=dyncont_gf&spielid=1991142′)”><\/A><\/B><\/B>.

Dies habe man f\u00fcr den j\u00fcngsten Serienableger von Grund auf neu entwickelt, um ihm eine andere Ausrichtung zu geben, versprechen die Entwickler. Im Vorg\u00e4nger habe sich das letztendlich noch so angef\u00fchlt, als\u00a0ob man mit Essst\u00e4bchen k\u00e4mpft und diese einfach wild vor sich her schwingt, merkt Todd Howard an.

In Skyrim k\u00f6nne man jede der beiden H\u00e4nde individuell mit einer beliebigen Waffe oder einem beliebigen Zauberspruch ausr\u00fcsten. M\u00f6glich seien dann z.B. das F\u00fchren zweier Waffen oder Zauberspr\u00fcche gleichzeitig, aber nat\u00fcrlich auch die klassische Waffen\/Schild-Kombo oder das Schwingen einer beidh\u00e4ndigen Waffe. Per Quick-Select-Men\u00fc werde man dabei immer flink zwischen seinen beliebtesten Ausr\u00fcstungsvarianten wechseln k\u00f6nnen.

Den Entwicklern sei bewusst, dass das K\u00e4mpfen in RPGs im Laufe des Spiels so langweilig und selbstverst\u00e4ndlich wie das Benutzen eines Lichtschalters wird\u00a0–\u00a0man will u.a. Nahk\u00e4mpfe deutlich anders gestalten. Die sollen dank Havok Behaviour deutlich dynamischer wirken, auch gibt es Effekte wie Kamerawackler. Einfaches schnelles Knopfdr\u00fccken werde nicht ausreichen – der Spieler m\u00fcsse auch auf seine Defensive achten. So k\u00f6nnte der eigene Charakter gerammt werden und dabei kurz die Balance verlieren, wenn er nicht aufpasst.\u00a0

Visuell wollen die Entwickler auch am H\u00e4rtegrad des Geschehens drehen, um die Gef\u00e4hrlichkeit der Situation zu vermitteln. Auch werde es in Abh\u00e4ngigkeit von der Waffe, dem Level des Helden und seinen Fertigkeiten spezielle T\u00f6tungsanimationen geben.

Als Krieger k\u00f6nne man Schwerter, Keulen, \u00c4xte oder Beidh\u00e4nder f\u00fchren und sich mittels Perks in speziellen Waffentypen spezialisieren. Bei Schwertern gebe es einen Perk, der die Wahrscheinlichkeit erh\u00f6ht, dass man besonders schweren Schaden anrichtet mit einem Schlag. Bei \u00c4xten gebe es eine Fertigkeit, durch die die Gegner dank blutender Wunden fortlaufend Lebensenergie verlieren. Mit Streitkolben wiederum k\u00f6nne man auch bei gut gepanzerten Feinden schell einen Wirkungstreffer landen.

Die Defensive soll ein deutlich aktiverer Prozess sein als im Vorg\u00e4nger. Das Blocksystem ist timingbasiert und verlangt, dass der Spieler per Knopfdruck seinen Schild hebt. Das funktioniere auch mit Beidh\u00e4ndern, sei aber nat\u00fcrlich nicht ganz so effektiv. H\u00e4lt man die Block-Taste gedr\u00fcckt, versucht der Charakter den Gegner zu rammen, ihn so aus dem Gleichgewicht zu bringen und seine Verteidigung f\u00fcr einen Angriff zu \u00f6ffnen. Auch f\u00fcr Schilde gebe es Perks, durch die man sich gegen bestimmte Elementtypen bei magischen Angriffen besser sch\u00fctzen kann.

Die Geschwindigkeit, mit der sich ein Charakter r\u00fcckw\u00e4rts bewegt, habe man deutlich heruntergeschraubt. Dadurch soll es nicht mehr so einfach m\u00f6glich sein, schnellere\u00a0Feinde quasi im Dauerr\u00fcckzug zu verdreschen. Wer fl\u00fcchten will, m\u00fcsse sich schon umdrehen und die Sprinttaste bet\u00e4tigen – dabei \u00f6ffnet man aber nat\u00fcrlich auch seine Deckung.

Bei der Magie habe man sich von der Wirkung und Nutzung etwas von der Bioshock <A class=DYNLINK onmouseover="DynToolTipp_Show('Klicken f\u00fcr Gameinfos<\/b>‘)” onmouseout=”DynToolTipp_Hide(); ” href=”javascript:DynCont_Display(‘Gamefinder’,’runmod.php?sid={SID}&LAYOUT=dyncont_gf&spielid=6121′)”><\/A><\/B><\/B>-Reihe inspirieren lassen. Howard geht nicht weiter ins Detail, deutet aber interessante Kombo-M\u00f6glichkeiten an f\u00fcr Magier, die beide H\u00e4nde mit Spr\u00fcchen ausr\u00fcsten.

Skyrim bietet mehr als 85 Zauberspr\u00fcche, die sich in f\u00fcnf Kategorien einordnen lassen: Zerst\u00f6rung, Wiederherstellung, Illusion, Ver\u00e4nderung und Beschw\u00f6rung. Mystizismus gebe es nicht mehr als eigene Klasse – die meisten jener Zauberspr\u00fcche seien jetzt in den anderen Klassen zu finden.

Wer seine Hand mit einem Feuerzauber ausstattet, kann flink Feuerb\u00e4lle verschie\u00dfen, mit gedr\u00fcckter Taste eine Art Feuerstrahl wie einen Flammenwerfer verschie\u00dfen oder eine Rune auf den Boden zeichnen, um dort eine Feuerfalle zu platzieren. Wer beide H\u00e4nde mit dem gleichen Zauber ausr\u00fcstet, kann deutlich heftigere Feuerb\u00e4lle produzieren – die daf\u00fcr aber auch die magische Energie deutlich fixer leeren. Duelle gegen andere magie-begabte Gegner sollen dank der Kombinationsm\u00f6glichkeiten aus offensiven und defensiven Zaubern deutlich interessanter sein.

B\u00f6gen sollen deutlich schlagkr\u00e4ftiger sein – mit etwas Zielwasser k\u00f6nne man Gegner auch mit einem einzigen Schuss erledigen. Pfeile sollen daf\u00fcr aber auch etwas seltener oder teurer sein, damit man nicht schwer bewaffnet ganze Armeen einfach aus der Ferne erledigt.

Der Stealth-Aspekt funktioniere \u00e4hnlich wie in Oblivion. Feinde, die verd\u00e4chtige Ger\u00e4usche h\u00f6ren oder Bewegungen sehen, w\u00fcrden jetzt aber erstmal in einen Alarmzustand versetzt. Gewiefte Schleichexperten k\u00f6nnten sich in einer solchen Situation u.U. noch schnell zur\u00fcckziehen und verstecken. Wer sich von hinten an Gegner heranschleicht, k\u00f6nne dann einen schweren Angriff ausf\u00fchren – dadurch soll der Dolch als Waffe deutlich aufgewertet werden.

<\/P><\/p>\n","protected":false},"excerpt":{"rendered":"

Das Kampfsystem<\/p>\n","protected":false},"author":666,"featured_media":3000482,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"The Elder Scrolls 5: Skyrim: Das Kampfsystem","_yoast_wpseo_metadesc":"Nachdem Bethesda bei Game Informer bereits die neue Engine sowie Features wie Radiant Story und den Drachenschrei erl\u00e4utert hat, besch\u00e4ftigt man sich jetzt mit dem Kampf 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