Regarding difficulty...

Post » Sat Jan 16, 2010 2:17 pm

In oblivion, with the Difficulty slider on 100%, enemies would simply do more damage and have more health.

In Skyrim.. enemies should do the same damage and have the same health but simply be more skilled with their chosen weapon.

ie if you are fighting a bowman on 100% difficulty, make them quick shooters and excellent shots.

for a swordsman.. make them swing fast and hard, block better, and enable them to roll side to side like the player can once his acrobatics is high enough.

Same if you play on easy, just make bandits terrible, slow and sloppy fighters.

It would be a better system than the static oblivion method.
User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Sat Jan 16, 2010 10:04 am

I agree, but also think damage should be increased. Cause really, if I'm going to play it at hardest, I don't want to take 120 hits before I die. That's TOO unrealistic.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Sat Jan 16, 2010 11:09 am

That can be avoided by never making it require 120 hits to kill the PC. Damage should be designed in a way to always be believable; if players want it easier, the above suggestion regarding difficulty settings can apply. On default, enemies should always be slightly worse fighters than the player character while taking about one less hit to die and taking one more hit to kill the PC. On hard, they are doing equal damage, take equal damage, and fight to the full potential of the AI. On easy, they take two less hits and cause noticably less damage while also svcking at fighting. Everything in between is... in between, obviously.

That'd work and look good. It'd be a bit tricky to implement though, and would get some players complaining, so I don't see it happening.
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Sat Jan 16, 2010 10:46 am

I could never play Oblivion at 80% or more difficulty without getting bored.

After that it took about 5 mintues to kill one enemy, yet I still died pretty fast.

I think difficulty should make it more realistic. Perhaps, although you can kill them with a few hits, you can only take a few hits yourself.
Like you suggest you could make the opponents better fighters and have it more risky and realistic.
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Sat Jan 16, 2010 10:31 am

I hate to reference Fallout, but NV was about right on the difficulty. Namely Deathclaws and the fact that,as a melee character, I would avoid them at all costs until I was at a high level. The key is to remove most level scaling. Enemies like bandits can increase in difficulty until about level 15 or 18 just to keep things interesting. Things like liches, grahls, and draugrs (if they are included) should be dangerous for most of the game.
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Sat Jan 16, 2010 8:13 pm

A skill based slider? This doesn't make any sense. What would motivate someone with little skill in a weapon to partake in an activity that guarantees no success?
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Sat Jan 16, 2010 8:11 am

We can only hope. They initiated an increase in combat and AI from Morrowind to Oblivion. For Skyrim to have better combat the AI would need much more than a package telling it to block 25%, move forward and back 25%, normal attack 25%, and power attack 25%, and to fight to the death. And an AI that is simply better would benefit from more methods of controlling the situation, such as stuns, knockdowns, ability prevention, crowd control, buffs and debuffs, glyphs, hexes, etc.
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Sat Jan 16, 2010 5:33 pm

I think that, the higher the difficulty the less health both you and your enemies have, and their AI gets better.
I want a difficulty slider, not a tediousness slider.
User avatar
Joey Bel
 
Posts: 3487
Joined: Sun Jan 07, 2007 9:44 am

Post » Sat Jan 16, 2010 4:36 pm

I think that in Skyrim different areas can have enemies of different difficulty level, and for instance we have newbie areas and high level areas, where low level players do not last for long.

Difficulty slider can work like this.

if it is at 100%, then there is no level scaling monsters to the player level, at all, so each level has a definite danger level and monsters are level to the danger level of the area.

If it is at 0%, then for areas that are higher level than player level, the scale of monsters are completely level scaled to player level, just like Oblivion.

If it is at 70%, then in a dangerous area, the level of the monsters is 70% scaled to the danger level of the area, and 30% scaled to the level of the player.
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Sat Jan 16, 2010 3:15 pm

Easy solution. Add a "damage" slider to the options.

Difficulty: The NPC's skill with their weapon.
Damage: Obviously, how much damage an attack does.

Not only should Bethesda change a lot in Skyrim, but they should add a lot of sliders so we can customize what we want to.
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Sat Jan 16, 2010 3:01 pm

I hate to reference Fallout, but NV was about right on the difficulty. Namely Deathclaws and the fact that,as a melee character, I would avoid them at all costs until I was at a high level. The key is to remove most level scaling. Enemies like bandits can increase in difficulty until about level 15 or 18 just to keep things interesting. Things like liches, grahls, and draugrs (if they are included) should be dangerous for most of the game.

It is however a great reference in New Vegas a Deathclaw is to be truely feared, the sliders in Oblivion was absurd it should not take 120-200 hits to kill something it got boring fast on the higher level creatures. There should also be a balance of lower level and higher level creatures so your not fighting the same things countless times.
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Sat Jan 16, 2010 9:10 am

As long as they fix the issues with having to take 30 swings to kill a goblin, I'll be happy. Couldn't tell you how annoying that was.
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Sat Jan 16, 2010 3:55 pm

I just want a separate slider where I can control how fast I level. At 100 (default) you get what the game intended. Lowering it you have to spend a lot more time to level. I'm always leveling up far too easy, especially during the early game.
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Sat Jan 16, 2010 11:49 am

I just want a separate slider where I can control how fast I level. At 100 (default) you get what the game intended. Lowering it you have to spend a lot more time to level. I'm always leveling up far too easy, especially during the early game.
Definately, but some better balance between different skill in how fast they level would be nice too. It was rediculous how fast you leveled sneak and alchemy if you used them like you normally would. I just did a quest with a low level sneaky character. I had to go through one cave. No matter what I did, I was gaining almost an entire level in just that cave with imps. If I snuck up on them, I gained huge amounts of sneak. If I poisoned them, I gained a lot of alchemy. If I did neither of those, my blade would skyrocket because I needed to hit them 10 times or more.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Sat Jan 16, 2010 3:06 pm

Honestly, they need to remove that stupid slider.

Difficulty should be based on the monsters, not the player.

1. Higher difficulty areas should convey a feeling of awe that gives you a sense of accomplishment when you can actually survive there.
2. Weak monsters should stay weak and strong monsters should always be strong.
3. More powerful items should require higher levels to use them.
4. Leveling should mean something, not just keeping up with the scaled system.

This gives people more concrete goals. I want to be able to use that uber sword and it will actually be able to one-shot that wimpy goblin. It was maddening to have to deal with amazingly well-armored goblins and bandits at higher levels. Why should my level 40 character have to even care about one lousy goblin? It doesn't make sense.
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am


Return to V - Skyrim