Reflex (Daggerfall) or Difficulty slider(Oblivion) or none o

Post » Mon Jul 04, 2011 3:17 am

Now first about the Reflex thing in Daggerfall

I liked it to choose your Reflex a Low Reflex Makes the Enemies attack Slowly while the High Reflex makes the enemy attacks faster Average is like in between

I really liked that they don't have any attack/defense or Health bonusses they just attacks faster or slower i kinda liked this difficulty System alot


I Also liked Morrowind with it own Difficulty it didn't had any Reflex Option like Daggerfall or Slider like Oblivion it just had it own difficulty and i think Skyrim should have it too


I hated the Difficulty Slider alot if you played on low difficulty it felt like you were god and you also have attack/Defense Bonusses and high difficulty gives your enemy bonus to Attack/Defense if you played on highest it was like they were gods or something/ you and the enemy should not have a bonus at all .....It should just makes the Enemy Smarter or Dumber



I Prefer The Daggerfall Difficulty System and/or The Morrowind No Difficulty Setting more for Skyrim


What do you think ???Which Difficulty system would fit best ?
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trisha punch
 
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Post » Mon Jul 04, 2011 4:45 am

I actually really enjoyed the reflex system in daggerfall. I didn't much care for morrwind's though, and on Oblivion I never touched it.

Edit: I voted a mix between oblivion and daggerfall because I think it would work out nicely although I wouldn't touch the slider and probably turn the reflexes up
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Stacyia
 
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Post » Sun Jul 03, 2011 7:29 pm

None of the above. Higher difficulty should increase damage enemies do, low difficulties should reduce it. That's all that's needed.

Morrowind had a difficulty slider like Oblivion, didn't it?
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roxanna matoorah
 
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Post » Sun Jul 03, 2011 7:26 pm

None of the above. Higher difficulty should increase damage enemies do, low difficulties should reduce it. That's all that's needed.

Morrowind had a difficulty slider like Oblivion, didn't it?

i played it on console and it didn't had one

Edit:What you mentioned sounds like Oblivion to me.... and you said none of above
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Angus Poole
 
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Post » Mon Jul 04, 2011 2:22 am

Wasn't Daggerfall's more technical? The game would render faster if you put on higher reflexes or something...

Oblivion's difficulty slider was kinda lacking, it only changed done and received damage...

But personally, I never touch difficulty (except when the game gets too hard, sometimes I tone it down) so I don't really care...
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Stacy Hope
 
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Post » Mon Jul 04, 2011 4:17 am

None of the above. Higher difficulty should increase damage enemies do, low difficulties should reduce it. That's all that's needed.

Morrowind had a difficulty slider like Oblivion, didn't it?


It did, and your idea of difficulty seems fine as well.
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Matt Bigelow
 
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Post » Mon Jul 04, 2011 2:57 am

I hate difficulty settings that increase health- it doesn't make things harder, just more sluggish.
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QuinDINGDONGcey
 
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Post » Sun Jul 03, 2011 11:29 pm

I hate difficulty settings that increase health- it doesn't make things harder, just more sluggish.

Agree
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Charlie Sarson
 
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Post » Mon Jul 04, 2011 4:58 am

I think a difficulty slider is a good idea. I liked the Oblivion system for the most part and I wouldn't mind if it made a return in Skyrim.
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Lynne Hinton
 
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Post » Sun Jul 03, 2011 7:38 pm

Well, Morrowind had a slider with a number. Oblivion had a slider without a number. Both of them were basically the same exact thing so I think that should be one option... And I'm almost certain that Skyrim will follow what Fallout 3 did with 5 difficulty choices, instead of the slider. The Reflex difficulty options from Daggerfall worked for the way Daggerfall's gameplay was handled. It wouldn't work in any games being released today, especially Skyrim. It would make the gameplay incredibly awkward unless you had it set to normal difficulty, making everything seem like it was either in fast forward or slow motion.

I liked the simplicity and directness and Fallout's 5 choice approach to difficulty, so I'm just hoping that's what they use, and I'm pretty sure it will be.
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NAkeshIa BENNETT
 
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Post » Mon Jul 04, 2011 5:02 am

I don't understand what you mean when you say it's you own difficulty when referencing Morrowind.
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Tamara Dost
 
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Post » Sun Jul 03, 2011 5:17 pm

Well I'd like a somewhat DF style version: at the start of the game you chose whether you'd play with really high reflexes: your skills will increase 2.0x faster but you and your enemies will also become quite faster and both yours and your enemies damage would be 2.0x higher. High Reflexes: your skills will increase 1.5x faster but you and your enemies will also become a bit faster and both yours and your enemies damage would be 1.5x higher. Normal reflexes: Normal. Slow reflexes: your skills will increase 0.5x slower but you and your enemies will also become a bit slower and both yours and your enemies damage would be 0.5x less. Really slow reflexes: your skills will increase 0.25x slower but you and your enemies will also become a quite slower and both yours and your enemies damage would be 0.25x less.
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Lynne Hinton
 
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Post » Mon Jul 04, 2011 5:53 am

I liked Daggerfall's reflex system a lot - it increases/decreases the pace of the game but with the added incentive of your character levelling more quickly if you played at a higher reflex level. Still kind of lacking as it really just changed the speed the game played at, but it was a bit more involved than simply changing the health of enemies as in later games.
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katie TWAVA
 
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Post » Mon Jul 04, 2011 2:48 am

i played it on console and it didn't had one


I played it on PC and it most certainly did have one. Worked pretty much the same way as Oblivion's, though. :(
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Leanne Molloy
 
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Post » Sun Jul 03, 2011 1:26 pm

A slider that changes spawn rates and AI, instead of damage and health would be nice.
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liz barnes
 
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Post » Sun Jul 03, 2011 7:51 pm

Reflex sadly doesn't work in a real-time combat game without rolls, so I'd have to say a slider that increases the attentiveness of the AI's capabilities to block and counter attack/increased skills, spawn smaller enemies in larger groups, and make big enemies hit harder.

This makes it so units like NPCs will react to you intelligently without gaining any real edge of hp damage, smaller units will swarm you with numbers instead of gaining stats, and larger units will simply become the hard hitters they should be.
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sam westover
 
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Post » Sun Jul 03, 2011 9:57 pm

Reflex sadly doesn't work in a real-time combat game without rolls, so I'd have to say a slider that increases the attentiveness of the AI's capabilities to block and counter attack/increased skills, spawn smaller enemies in larger groups, and make big enemies hit harder.

This makes it so units like NPCs will react to you intelligently without gaining any real edge of hp damage, smaller units will swarm you with numbers instead of gaining stats, and larger units will simply become the hard hitters they should be.


Agree^
Enemy should play smarter and harder with increase of difficulty, Not "I have more health and DT so i can just keep swinging my weapon longer without thinking"
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emily grieve
 
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Post » Sun Jul 03, 2011 8:00 pm

Im not getting the none own morrowind part. And Morrowind HAD a difficulty slider.
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Jaylene Brower
 
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Post » Sun Jul 03, 2011 1:58 pm

Other: Skyrim style.
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MARLON JOHNSON
 
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Post » Sun Jul 03, 2011 7:57 pm

Morrowind most certainly had a difficulty slider.
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Nomee
 
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Post » Mon Jul 04, 2011 1:00 am

The Idea of making the AI increase or Decrease does sound appealing. I would have that rather than damage boosts and/or health boosts.
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Monika Krzyzak
 
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Post » Sun Jul 03, 2011 9:55 pm

The fourth one
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Pixie
 
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Post » Sun Jul 03, 2011 10:45 pm

If a game can come up with a difficulty slider that actually makes the enemies I fight smart/ dumb, it would be ideal.
The game doesn't feel harder if the enemy just takes less damage and dishes out more damage. It makes me feel like I'm not getting anywhere with my character.
That being said, at low difficulty, they take more damage and do less? C'mon, things can only get so simple before they're not fun any more.
When a game manages to give me AI that adapts to my playstyle and actively looks to learn from it in order to take me down with some "thought", we'll have a decent AI. Until then, give me the little bit of a challenge I get from my FO;NV Hard playthrough over the Normal/ Very Hard modes.

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Eve Booker
 
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Post » Mon Jul 04, 2011 3:20 am

i played it on console and it didn't had one

Edit:What you mentioned sounds like Oblivion to me.... and you said none of above


If I recall correctly, the difficulty slider wasn't in the original game. It was added later, either through a patch or through one of the expansion packs. I'm pretty sure that it was also present in consoles. The difficulty slider was essentially the same as Oblivion's difficulty slider, if I recall correctly.

As for the difficulty options, I imagine that it's going to be similar to the previous games. With such games like that of the Elder Scrolls series, that are extremely huge and open, it seems like it's way too difficult to make hand-crafted difficulty settings. If anything, I'd like to see them expand on the difficulty slider, slightly. Make it so that it comes in two. One portion of the difficulty slider affects how much damage the player does to an enemy. The other portion of the difficulty slider affects how much damage an enemy does to the player. Right now, those two options are bundled up together.

I'm not sure if the reflex system you described would work in a modern game. It sounds like animations would be sped up and just look ridiculous.
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Tasha Clifford
 
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Post » Sun Jul 03, 2011 6:03 pm

I would say that a hybrid of it all.

I have suggested an attack model that would depend on your skills to define your attack speed, http://www.gamesas.com/index.php?/topic/1159472-time-to-gather-your-strength.

But it can get combined by a difficulty setting like in Morrowind that defined harder areas and easier ones, with hand placed loot and enemy.

But we can also have difficulty sliders that would define the reflex of the monsters and their skill levels, so that at higher levels of the sliders, they could deflect your attacks easier, or pass through your defense more speedily, and at lower difficulty slider levels, they would react slower to your actions and be easier to defeat.
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laila hassan
 
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