Can I expect to get pwned?

Post » Wed Jul 13, 2011 1:32 am

From what i understand youll have that just every now and then will they use a small quest and direct you to some where you havent been.Or a little more challenging you wont even know when it has been done.

Not until you replay the game and that quest turns out to be different.
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louise tagg
 
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Post » Wed Jul 13, 2011 7:00 am

Not until you replay the game and that quest turns out to be different.

Exacttly how i understood it or if you jump on here and peoples were different.
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Ashley Campos
 
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Post » Tue Jul 12, 2011 5:15 pm

I don't really like the idea of dungeons being catered to the player at all. At least not outside of the main storyline. It kind've takes away from the feeling of being in a natural world. Some dungeons should be nice and easy with low level creatures... others should be incredibly dangerous. My character's level, or what combat I specialize in really shouldn't have any affect on this.

It should be possible for me to walk into a dungeon when my character is fairly weak, and find that i'm up against enemies far beyond what I can handle. It should also be possible for me to walk into a dungeon when my character is really powerful and find a few weak bandits or goblins.

Yes, I prefer weak and strong for balance not creatures catered to the player.
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Motionsharp
 
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Post » Wed Jul 13, 2011 1:44 am

I don't really like the idea of dungeons being catered to the player at all. At least not outside of the main storyline. It kind've takes away from the feeling of being in a natural world. Some dungeons should be nice and easy with low level creatures... others should be incredibly dangerous. My character's level, or what combat I specialize in really shouldn't have any affect on this.

It should be possible for me to walk into a dungeon when my character is fairly weak, and find that i'm up against enemies far beyond what I can handle. It should also be possible for me to walk into a dungeon when my character is really powerful and find a few weak bandits or goblins.


Exactly.

Catering to your play-style is...wrong. Make the dungeon how it is, and some will be a lot easier if you're a mage, and some easy if you're a stealther or a tank, but it will be natural based on what that dungeon is supposed to have based on the story, not based on what you have and do as a character.
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Kitana Lucas
 
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Post » Tue Jul 12, 2011 11:01 pm

Probably not.

There's a huge difference between accessibility in terms of interface/base mechanics, simplification/removal of deeper mechanics, and making a game easier. When they say they're trying to make the game more accessible, think of it this way: Oblivion was a typewriter, Skyrim will be one of those newfangled "word processing machines." Morrowind, by comparison, was one of those stacks of punch cards that used to be used for coding.

Accessibility means it's presented in a shinier way, not that we'll no longer have capital letters or punctuation. And none of this has anything to do with difficulty.


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Tyrone Haywood
 
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Post » Wed Jul 13, 2011 6:28 am

I want the game to be enjoyable. Sometimes everything being hard does not make the game enjoyable. Sometimes I want to feel awesome.
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Jesus Sanchez
 
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Post » Wed Jul 13, 2011 1:57 am

Heh... how come I foresee a mod that adds generation of dungeon content that allows a chance for some dungeons to be balanced AWAY from your player's strengths to add challenge (assuming the game won't occasionally do that anyways)?
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Philip Lyon
 
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Post » Wed Jul 13, 2011 2:58 am

I don't really like the idea of dungeons being catered to the player at all. At least not outside of the main storyline. It kind've takes away from the feeling of being in a natural world. Some dungeons should be nice and easy with low level creatures... others should be incredibly dangerous. My character's level, or what combat I specialize in really shouldn't have any affect on this.

It should be possible for me to walk into a dungeon when my character is fairly weak, and find that i'm up against enemies far beyond what I can handle. It should also be possible for me to walk into a dungeon when my character is really powerful and find a few weak bandits or goblins.


The dungeons have already been confirmed to work on level ranges rather than global scaling, so yeah, if you go into the wrong dungeon at level one you will get your ass kicked. It sounds to me like what Radiant Story does is draw from the pool of enemy types available to populate a dungeon with and spawns both general enemies and ones meant to respond to your build. If you focus on archery then you'll find enemies suited to respond to that, carrying shields or countering your arrows with some of your own. If you're being a Destruction mage you might find a few more hedge wizards who can defend against your attacks. If you're a warrior you'll find a nice beefy juggernaut or two to bash with your axe. I don't think that it responds to your focus on ice magic by populating a vampire lair with flame atronachs.
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Taylah Haines
 
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Post » Wed Jul 13, 2011 5:52 am

The dungeons have already been confirmed to work on level ranges rather than global scaling, so yeah, if you go into the wrong dungeon at level one you will get your ass kicked. It sounds to me like what Radiant Story does is draw from the pool of enemy types available to populate a dungeon with and spawns both general enemies and ones meant to respond to your build. If you focus on archery then you'll find enemies suited to respond to that, carrying shields or countering your arrows with some of your own. If you're being a Destruction mage you might find a few more hedge wizards who can defend against your attacks. If you're a warrior you'll find a nice beefy juggernaut or two to bash with your axe. I don't think that it responds to your focus on ice magic by populating a vampire lair with flame atronachs.


Well, actually, I thought Radiant Story was going to do both. My assassin character may come across a dark dungeon full of non-alert squishy magic users.....like taking candy from a baby. But then there may be other times when I comes across a dungeon full of SUPER ROBO NINJA PIRATE VAMPIRES WITH HEIGHTENED SENSES AND SHARKS THAT SHOOT FRICKIN LASER BEAMS OUT OF THERE *$&#^@^#s! Just depends on what Radiant Story is feeling at the time. -shrugs-

If its anything like that (okay, apart from the robo ninjas and laser shooting sharks), then Radiant Story will be one cool DM.
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Dorian Cozens
 
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Post » Wed Jul 13, 2011 4:45 am

I seem to recall that in FO3 they were invincible, but in FNV they were killable in hardcoe mode.

In any case, since Skyrim is most likely probably not going to be designed for party exploration, in terms of combat balance, my guess is

either playing with companions will be like god mode (especially if the companion is one of the very few non-killable advlt NPCs related to the main quest, like Esbern); or

the companion in question will promptly do something stupid and get killed.

No in Fo3, your buddys could die but they were super powerful so if you gave them good armor they would never die unless they were neglected.
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lucy chadwick
 
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Post » Tue Jul 12, 2011 7:13 pm

Here is his example on radiant story .

Example: You come to town and there's a guy who has a child that's been kidnaped, and they're in a dungeon nearby. We can write that as a quest template, fill out the roles saying it's a guy in town who likes you, who has a child, and then the role for the location is a dungeon that fits this. We can pick a dungeon that you haven't been to for some reason that's nearby. You walk into town and the game just says 'Oh, there's a guy in town who likes you. We're going to kidnap his kid who you might have met, and put him in this dungeon for some reason you didn't go to. And that dungeon happens to be a higher level dungeon and so we think you could use a challenge right now. And the reward is going to be this other thing that your character can use.' Doing that before was impossible. But we have that opportunity right now, and so tend to be using it. The more dynamic quests tend to be like little favor things that people ask you to do, not full blown quests. But if you were to play a quest, it's very hard for you to tell. It's going to seem very hand-written. You'd really have to compare notes with friends to figure out the parts that that particular quest decided to make dynamic. Because some quests have no dynamic elements, and some quests have more."

"When we're going to send you to do something, we can tailor that, a bit to the things you've done."
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Invasion's
 
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Post » Wed Jul 13, 2011 5:49 am

Well they are going for the "accessible game" philosophy so i doubt it will be any challenge what so ever.


This is what I (sadly) expect. That anyone who wants a challenge better be on PC and ready to mod it in, 'cause it won't be in the vanilla game for fear of scaring some of the more..."timid?" gamers off.
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Josee Leach
 
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Post » Wed Jul 13, 2011 3:50 am

This is what I (sadly) expect. That anyone who wants a challenge better be on PC and ready to mod it in, 'cause it won't be in the vanilla game for fear of scaring some of the more..."timid?" gamers off.


If Skyrim is piss-easy then it will simply be carrying on the tradition set by the rest of the series.
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Darian Ennels
 
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Post » Tue Jul 12, 2011 4:40 pm

If Skyrim is piss-easy then it will simply be carrying on the tradition set by the rest of the series.

Im fine with it beeing easy even at default as long as the slider isnt still broken by just makeing super rats that you have to beat for 5 minutes.If its done right the guys that want easy could play that and the guys that want it hard could still do that.
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CArla HOlbert
 
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Post » Wed Jul 13, 2011 12:50 am

Im fine with it beeing easy even at default as long as the slider isnt still broken by just makeing super rats that you have to beat for 5 minutes.If its done right the guys that want easy could play that and the guys that want it hard could still do that.


But based on Morrowind, Oblivion, and Fallout 3 it won't be done right. If those are anything to go by, once again instead of "difficulty" we'll have a "tediousness" slider that decides how many times you have to bash, spellcast, or shoot to kill the same opponent with the same behaviors. :shrug:
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Adam Kriner
 
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Post » Wed Jul 13, 2011 6:10 am

.....I hate that word.

:teehee:


After installing FCOM+Duke Patricks, Oblivion is damn hard, even at about 75% on the difficulty slider. I die a few times at almost every single combat encounter, even against just a couple of bandits.

With bows, I can one-shot enemies, but they can also one-shot me, so I have to approach enemy archers very carefully, hiding behind trees, rocks, etc.

At this level of difficulty, even the smallest dungeons in Oblivion take hours to complete.



...wow, that sounds like a horrible and frustrating gaming experience. But I'm glad mods were able to give it to you (and that the base game was nothing like that. :D)
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Tammie Flint
 
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Post » Wed Jul 13, 2011 2:55 am

It's obviously going to depend on what difficulty setting you are on.


which comes to my biggest question..

does "Harder" difficulty mean Harder as in you get killed in 3 stabs or you kill someone in 3 stabs meaning more need to be tactical and play the best you can?

OR

does "Harder" difficulty mean longer as you take 300% more time then you would on easy and get even stronger because of it making the game go uber fast?





...wow, that sounds like a horrible and frustrating gaming experience. But I'm glad mods were able to give it to you (and that the base game was nothing like that. :D)

I'd prefer that as a game option vs the Oblivion's way as mention above... if you don't want to play like that then lower the difficulty.. to normal or lower
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Philip Lyon
 
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Post » Tue Jul 12, 2011 5:31 pm

If Skyrim is piss-easy then it will simply be carrying on the tradition set by the rest of the series.

As far as i can tell this is the first time they are taking great steps in all aspects of game play to have challenge and balance.
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ezra
 
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Post » Tue Jul 12, 2011 8:40 pm

I'm really dubious about Radiant Story, I'm assuming that just like Radiant A.I they'll promise the stars and more in pre-release stuff and we'll get stuck with a watery
dead-eyed knockoff of what we were originally told too expect.
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Arrogant SId
 
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Post » Tue Jul 12, 2011 3:56 pm

...wow, that sounds like a horrible and frustrating gaming experience. But I'm glad mods were able to give it to you (and that the base game was nothing like that. :D)

Oh, it's not actually as bad as he makes it sound. I also play with a similar setup, but enjoy it immensely, although I guess it's better balanced in my case (or I'm not as bad at playing the game as I thought, and I AM bad - I never remember the 100 healing potions in my inventory, never watch my health track, can't aim properly at anything that moves, panic and do stupid things whenever things get dire, and absolutely svck at melee).
I have Deadly Reflex with all physical damage increased by 50% and timed block, Supreme Magicka with doubled magical damage and high chances of offensive magic inflicting detrimental effects and Duke's archery making it possible to either kill or be killed with just a couple of shots - or one if the archer is good, but that's how I feel it should be and I'm happy that Skyrim took inspiration from that mod. FCOM increases difficulty not by making enemies a lot tougher, but rather by placing more of them around with more variety amongst them, which I think is way better and more believable than demigod bandits universally populating dungeons at higher levels in vanilla Oblivion (where I would often deliberately stop leveling around 12 or 15 just to prevent such ridiculous stuff from happening). Still, Midas Magic with tripled power level allows my mage to hold her own against her foes, and the fact that she's an elder vampire using the Unholy Darkness system (slightly modified by me to give greater weakness to fire and sunlight, but more resistance to frost and normal weapons) gives her an upper hand against most normal kinds of enemies as long as she's not facing more than two at any given time, but it balances out nicely when they are accompanied by fire mages or Daedra (which they often are), so this makes me use my brain and tactical approach rather than luck and character stats to win most battles or at least get away alive (or, in her case, undead)... My character isn't physically fit and hates armour, so she must often rely on stealth, speed, reflexes, magical defences, tactics, up to five creatures she can summon and her own high magical damage output to avoid being a) one-hit toasted by fire magic, which is particularly deadly to her, but other kinds can also be nasty, b ) screwed over by archers, especially those who use ammunition or bows ignoring her high normal weapons resistance, c) overwhelemed by melee fighters (or fighter), d) cornered by a few fast enemies (which is more frequent than I'd like, but still appropriate), or e) exit a dungeon in the middle of a sunny day and burn up within the next few seconds Masquerade-style :D (and I would have it no other way).

Does it make the game harder? Not really. I actually think it just makes it more challenging, which is slightly different and much better. It gives me satisfaction, because I know that it was my preparation and strategy that won the battle instead of just the difference between my character's stats and her foes'. Because I know that the law of the jungle is in effect - the best way to survive is to adapt to changing circumstances, since there is not a single universal solution to every battle - each encounter must be approached differently, so I must always be prepared. One minute, I can effortlessly mow through a camp of low-level bandits with just a few basic spells and sword I can barely use, and the next I may be sneaking through a dungeon filled with too many dangerous enemies to handle this way (say, a lair of conjurers protected by flame atronachs and clanfears - a certain death in case of a frontal assault), so I must resort to stealth, deception (Frenzy and Command work like a charm) and planning to overcome the challenge.
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Haley Merkley
 
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Post » Wed Jul 13, 2011 6:01 am

If you used the phrase PWNED as a real word then you deserve nothing less then a fiery, screaming death.

If the game turns out to be too easy, Crank that Difficulty Slider!
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Ricky Rayner
 
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Post » Tue Jul 12, 2011 11:39 pm

If the game turns out to be too easy, Crank that Difficulty Slider!

You mean the Tediousness Increaser?
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Theodore Walling
 
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Post » Wed Jul 13, 2011 2:32 am

You mean the Tediousness Increaser?

Meh, Same difference. :shrug:
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Alexander Lee
 
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Post » Wed Jul 13, 2011 5:52 am

Hearing all this stuff about Radiant story that gives me dungeons based on what my perks and battle style is, I can't help but wonder.....can I expect to get pwned? From what I heard it gives you monsters more suited to your combat style. I hope this doesn't mean that combat will be too easy...... I don't want every radiant story quest to be easy and if the devs are in full control I hope they don't. I want to walk into some dungeons that are easy and some dungeons that are hard. I guess I want radiant story to lead me into a dungeon that will challenge me greatly instead of say my mage specs are always super effective against all undead enemies. Of course I should get warnings from the person giving me the quest. I want be like "Im cereal dude!! There are like 12 manbearpigs in there and your gonna have to be leet or your @ss is gonna get PWN3D!" or something like that.

From a interview i saw they talked about it And said something about you will Get high leveled places that they want you to think about to get stronger but if you wanna tackle it head on you can If you can complete it you level up and get Rewarded big time for it they also stayed there is Epic loot you can find but enemy's now use tactics Some try to surround you like the undead for example it might be a high level dungeon but it might have some Creatures that are difficult to fight and you need to use Tactics And some are weak but overwhelming so you might get pwned depending on if you can counter there strategy .
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Fanny Rouyé
 
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Post » Tue Jul 12, 2011 6:45 pm

It sounds like you guys are saying that the dungeons are actually being "catered" to have x enemy in it so it is easier/harder for you..


Radiant Story is just going to pick "x" dungeon out for that quest you're about to go on, right? So if you play the game again, most likely you won't be going into the same dungeon, IF it's a Radiant Story Quest (As they've said not all non-Main Quests will be using Radiant Story, and you shouldn't be able to tell which is using it and which isn't).

Haven't gone to a Necro dungeon? Might just pick random dungeon from Necro Dungeon List in the area.

Haven't helped out beggars or interacted with them? Beggar, picked from low disposition list, attacks player in street / tries to mug.
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Nany Smith
 
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