Very hard and Very easy difficulty

Post » Sat Oct 02, 2010 3:45 pm

I have always hated the difficulty system in Oblivion,Very easy is like i could kill dragon boss alduin with a single hit,very hard is i get 1 hit KO by mudcrab...When people want to have an real experience( Like i do and play on very hard) Bethesda should make Very hard not impossible!
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Kayla Bee
 
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Post » Sat Oct 02, 2010 12:18 am

I like oblivions difficulty. and your supposed to put that slider somewhere in-between. the slider means you have more freedom over your difficulty. your preferred difficulty is in there somewhere. some people want to run away like scared chicken from a mud crab.
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Cagla Cali
 
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Post » Sat Oct 02, 2010 9:59 am

I want multiple difficulty sliders for different things like main questline, dragons, etc.
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Tiffany Holmes
 
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Post » Sat Oct 02, 2010 4:38 am

Slider for damage taken, a slider for damage dealt, a slider for minigames (lock picks, persuasion, etc) and a slider for rate of leveling maybe.
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Chloe :)
 
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Post » Sat Oct 02, 2010 2:33 am

I want multiple difficulty sliders for different things like main questline, dragons, etc.

YES now thats the kind of freedom I want

Slider for damage taken, a slider for damage dealt, a slider for minigames (lock picks, persuasion, etc) and a slider for rate of leveling maybe.

No those ideas just give way to much to cheaters (and this is coming from a guy who uses console commands)
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Bad News Rogers
 
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Post » Sat Oct 02, 2010 1:33 pm

I would prefer it if the difficulty slider didn't just increase/degrease health and damage of the enemies, but actually affect their behavior in combat and while trying to find a player who is attempting to sneak around them, as well as the amount of time they need to react to certain actions in battle. Changing AI via difficulty slider makes much more sense than just making them ridiculously strong, so they survive 10.000 slashes of your sword without wearing any armor. But that's probably just me.

As for the OP, you actually already have what you're looking for. It's a slider, there's more values than very easy and very hard. Just put it slightly above 0 and that's probably what you're looking for.
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Alister Scott
 
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Post » Sat Oct 02, 2010 5:54 am

Honestly? I was fine with one combat slider.
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Kevan Olson
 
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Post » Sat Oct 02, 2010 6:09 am

My only problem with the adjustment is it being a hitpoint/damage slider, and otherwise having squat to do with "difficulty." It would be more honest to name it a "combat tediousness" slider, or maybe "time to kill opponent or die" adjustment.

As for how much it affects settings at each end of the range...that's why it's a slider and not a "pick one of these three" setting. So you can tweak it until find the Goldilocks "this is just right" point.

I want multiple difficulty sliders for different things like main questline, dragons, etc.


Hm. For "Dragons" I can almost see, but wouldn't that rationally mean we'd need a page of sliders, one for every creature in the world? Would there simply be an "NPC" slider, or would we have one for Highwaymen, one for Bandits, and so on?

And how would the devs delineate what the "main quest" slider affects? Anything you encounter while in pursuit of the MQ? Only characters/creatures designated part of it? With regard to the "Dragons" slider, aren't they in-game entirely because of the MQ making their slider redundant? What about things like Morrowind's 6th house sleepers or Oblivion's Mythic Dawn agents who randomly attacked in towns?

This sounds, potentially, like the difficulty slider version of the "Options" argument where if every option people have asked for is in-game, the options page will involve 6 pages of options with a couple of hundred settings. :shrug:

Slider for damage taken, a slider for damage dealt, a slider for minigames (lock picks, persuasion, etc) and a slider for rate of leveling maybe.


Ooh, yeah- especially if that minigames slider has a "none" setting! :thumbsup:


Seriously, how about one difficulty slider that for the first time actually changes difficulty instead of being an "easy way out" damage/HP modifier?
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Nathan Hunter
 
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Post » Sat Oct 02, 2010 4:02 pm

If they let you change all that then why not just use cheats?

I just leave it as it is, because thats clearly as the game is supposed to be played. If its too easy for you, well then I guess you're just awesome...
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Anne marie
 
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Post » Sat Oct 02, 2010 11:55 am

Indeed. Good points everyone for getting rid of the console commands that lend themselves to cheating as well.
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Kim Kay
 
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Post » Sat Oct 02, 2010 12:04 pm

Indeed. Good points everyone for getting rid of the console commands that lend themselves to cheating as well.


Yeah, didn't you just hate getting pwned at PvP in Oblivion by someone cheating with console commands? Oh wait... :facepalm: Nevermind.
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Andrea P
 
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Post » Sat Oct 02, 2010 9:44 am

No those ideas just give way to much to cheaters (and this is coming from a guy who uses console commands)


You realize that, if you're using options put into the game (i.e, if they had those difficulty sliders in the Preferences panel), it would not be cheating?

Turning down your difficulty isn't cheating. The developers gave you that slider for it to be used (either up or down).
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ruCkii
 
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Post » Sat Oct 02, 2010 6:27 am

Yeah, didn't you just hate getting pwned at PvP in Oblivion by someone cheating with console commands? Oh wait... :facepalm: Nevermind.


I was being facetious. Who cares if the difficulty slider(s) can be used to gimp the game and other posters were calling it "cheating." Which, for the point you just made, doesn't matter. Who cares? As long as there is a "default" setting for us to play the way it was meant to be played, who cares if there are OPTIONAL ways to augment the variables involved?
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Roy Harris
 
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Post » Sat Oct 02, 2010 12:07 pm

Someone else mentioned in another thread about having 2 difficulty sliders which were related to NPC health and Player health.

I think this is the best way to allow players the freedom they want.

Personally I want to crank both us so it takes me 1-2 hits to kill something and the same vice-versa.
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Rachael Williams
 
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Post » Sat Oct 02, 2010 11:38 am

Personally I want to crank both us so it takes me 1-2 hits to kill something and the same vice-versa.


Totally this bro. I agree. It shouldn't take dozens of hits to take someone down while only a few to be taken down. The two sliders is the best way for this to work as well. But I doubt we'll see it anywho.
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Devin Sluis
 
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Post » Sat Oct 02, 2010 2:52 pm

Difficulty slider should affect different enemies different ways it shouldn't take 30 weapon strikes to take down a rat but maybe that rat has a 90% chance to infect me with a disease or something or hay that dragon didn't go from 100str to 10000str maybe instead he got quicker and has longer distance with his fire breathing etc etc.
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Brandon Bernardi
 
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Post » Sat Oct 02, 2010 6:47 am


Hm. For "Dragons" I can almost see, but wouldn't that rationally mean we'd need a page of sliders, one for every creature in the world? Would there simply be an "NPC" slider, or would we have one for Highwaymen, one for Bandits, and so on?

And how would the devs delineate what the "main quest" slider affects? Anything you encounter while in pursuit of the MQ? Only characters/creatures designated part of it? With regard to the "Dragons" slider, aren't they in-game entirely because of the MQ making their slider redundant? What about things like Morrowind's 6th house sleepers or Oblivion's Mythic Dawn agents who randomly attacked in towns?

This sounds, potentially, like the difficulty slider version of the "Options" argument where if every option people have asked for is in-game, the options page will involve 6 pages of options with a couple of hundred settings. :shrug

Ok, scrap the "main quest" slider and just have an overall difficulty slider that affects the difficulty of all NPCs/creatures, among other things. This overall difficulty slider could also affect the health and damage of dragons, however, a separate slider for dragons should exist which affects their behavior - the likelihood of them attacking you on sight, the likelihood of facing two or more dragons at once, etc.
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Christine
 
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Post » Sat Oct 02, 2010 1:52 pm

I on very easy :hubbahubba:
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RUby DIaz
 
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Post » Sat Oct 02, 2010 4:16 am

yuhh maybe more experience for killing enemies on hard??????????? what's the frickin point of hard if you don't get more experience ponts?
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Bethany Short
 
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Post » Sat Oct 02, 2010 4:39 am

You realize that, if you're using options put into the game (i.e, if they had those difficulty sliders in the Preferences panel), it would not be cheating?

Turning down your difficulty isn't cheating. The developers gave you that slider for it to be used (either up or down).


all I really use console commands for is quicker is character development. and I never use them on the first play through......OK so use it for quick item grabs too, but thats it! commands like the Kill All command would just bore me in the long run.

And what you said is kinda like saying Mechwarrior's do not take damage option is not cheating. or like saying selecting a cheat from an in game cheats menu is not cheating, even if the menu's title is "cheats".

Previous versions of this reply used the wrong quote.
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alicia hillier
 
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