Difficulty in Skyrim

Post » Sat Feb 19, 2011 7:11 am

one of the few and possibly only things i hated in TES4:O was the fact that when you changed the difficulty setting to the max, i found it to be more of a nuisance then difficult

im all for the enemy killing me in 3 hits or whatever because i turned up the difficulty to the max, but it was annoying once i got like to level 30 i could survive long enough but the enemies took like 5 minutes to fight

i have no idea how they can make a game like this more difficult without making it a nuisance also, but it is something i would like to see improved for sure

its just i would run back and forth until the enemy dies and heal myself when i got hurt. there was no challenge with a higher difficulty it just took longer thats all
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Angela Woods
 
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Post » Sat Feb 19, 2011 8:21 am

Yes well it seems they are addressing this issue with the new installment of Elder Scrolls. They said they are making combat more tactical, and giving the Bow and Arrow a much needed reality check (by making it more powerful).

I agree with what you said about the difficulty slider as I often used it trying to make my game realistic. One of the things I didn't like is you would die faster but your enemy didn't have the same physical laws as you (they were the opposite, they would live longer!).

After many mods I was able to find a realistic balance where I died easily but so did my enemy, creating a realistic strategic and tactile game rather than the spread sheet show down of "my stats are bigger than your stats!". I never really liked that in a game like Elder Scrolls.
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Timara White
 
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Post » Fri Feb 18, 2011 9:22 pm

I just want several sliders making different parts of the game easy or hard as I see fit to suit the experience I'm looking for. I.e. sliders for various hardcoe modes, and you can set them however you like, except they cannot go below 50% in total. If you make fighting easy, you have to make something else more difficult.
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Nana Samboy
 
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Post » Sat Feb 19, 2011 4:58 am

they did say in the combat section that the combat will not seem like Oblivions were you are basically fighting with toothpicks, but this could be applied to the fact that people actually react to being hit
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Katharine Newton
 
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Post » Sat Feb 19, 2011 3:34 am

Better AI would solve everything. And more interesting attacks because I mean who has trouble killing a wolf that runs up to you and shakes its head.
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(G-yen)
 
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Post » Sat Feb 19, 2011 7:12 am

good replies

i haven't really read anything they released so im not sure why type of upgrades they are doing

interesting ideas though. i wasnt sure how it could be done at all, but these seem rather solid
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Josh Lozier
 
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Post » Sat Feb 19, 2011 4:57 am

All they have to do is put Phitt on the testing team, to close up silly tactical loopholes they left in Oblivion (like running backwards forever shooting fireballs).

Polishing THAT would do so much more for combat intensity than some "difficulty" slider that just makes your ez-win take six times longer.
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Mr. Ray
 
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Post » Sat Feb 19, 2011 10:51 am

A good solution can be that like this:

Different places are designed with different difficulty levels, so some places are newbie area, and some places are higher level places, where higher level monsters dwell.

The level of the monsters affect their health point a bit, but more than that it define their skill levels, and their perks, and maybe their gears and available spells, which effectively define their effectiveness in their attacks and defenses, and the power of their weapons and spells.

When the difficulty level is at the middle, or mediocre, then there is no change in the level of the monsters in an area.

Otherwise the difficulty slider either raises or lowers the level of the opponents in an area, so lower difficulty levels, would lower the level of an area, so it would lower the level of the opponents in the area, and effectively lower the difficulty of the game, and this would be reverse of the effect with higher difficulty levels.

This would work better with areas that we have not yes visited, as it can affect all the aspects of the monsters in the area, but for the current area, it would affect only the skill levels and the effectiveness of the attack and defensive actions of the opponents.
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Prue
 
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Post » Fri Feb 18, 2011 9:20 pm

i like the area idea for sure sounds interesting rather then have all of the areas be affected at the same time like in oblivion
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Roddy
 
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