There should be two difficulty sliders

Post » Sat Feb 19, 2011 9:50 am

Watch movies. When the main protagonists fight, it takes more than 5 minutes for someone to prevail. Same in TES, only here every fight is a big fight.

They are movies.


Do you really think people can continue to fight the same way, even when wounded or fatigued?
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Mr.Broom30
 
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Post » Sat Feb 19, 2011 2:50 am

They are movies.
Do you really think people can continue to fight the same way, even when wounded or fatigued?


So is this, and it doesn't look too energetic towards the end :D
http://www.youtube.com/watch?v=EsZpdUUdd3I
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Annika Marziniak
 
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Post » Sat Feb 19, 2011 9:20 am

when I saw the thread title I was going to harumph all over this topic. pleasantly surprised that I agree however.
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sam westover
 
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Post » Sat Feb 19, 2011 3:50 am

On one hand I agree that TES didn't implement fights the way they should've been, I hated fights in Oblivion and in MW it felt very limited and kinda annoying when you kept missing the opponent that was standing right in front of you. However, I don't find two difficulty sliders needed, one slider is good enough and if implemented correctly, could make the job done perfectly. Besides that, players shouldn't have lots of control over their game, I agree that SOME customization is needed for comfortability, but some players will miss a challenging part of the game even if it's hard for them, I'll give an example:
In Shadow of the Colossus you went through every single moment the character went through and the battles were long, hard and sometimes frustrating, but if I didn't go through everything that the hero went through in the game and the battles were not so hard then I wouldn't feel so attached to the characters in-game and in all to the hero and the game itself. At the end of the game I felt this amazing sad feeling, I related to the hero's situation, when one of the characters died I felt sad, and at the end of the game (and all of my other 7 friends that played the game as well) I felt "Wow, this is the best game EVER".

The point is, if it wasn't so hard, then it wouldn't be this satisfying and amazing experience. Sometimes players don't know what's good for them, that's why I like seeing how different games implement the difficulty in a different way.
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Robert Garcia
 
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Post » Sat Feb 19, 2011 2:28 am

Difficulty should only boost combat AI and affect level scaling. Damage and Health sliders are the poor mans implementation(read artificial) of "difficulty".
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Sophie Payne
 
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Post » Fri Feb 18, 2011 8:23 pm

I realy wish they would have a slider for mob pop density and mob respawn and specialy mob respawn in dungeons... some times you just wish you coulld make the game respawn all the critters in a place simply because it feels too ... barren without em... or because you realy realy want to go back and beat those blasted so and sos to death with your deadric warhammer of twit smooshing.

also a freaking timescale slider.
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Eduardo Rosas
 
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