Skyrim is best... At lower levels.

Post » Thu Dec 15, 2011 11:17 pm

Now that I'm a level 55 Legendary Warrior/Theif/Assassin who can smith & enchant the most powerful weapons & armor that the world has ever seen... I really miss the early levels of the game where everything is a threat, and your still progressing through the game. Seems like level 40 came all to quickly for me.

Anyone else feel this way?

EDIT: For all you trolls & cheerleaders, I have not abused either Smithing or Enchanting. Neither is this a whine thread, it's an observation.

My gear is upgraded with the standard level 100 Smithing. No potions or enchanted items to boost it farther than that.
My gear has two enchantments on each piece, no piece of equipment has the same enchantment as another (no stacking of modifiers)
I play on Master. So "Increase difficulty herpaderpa" comments are void..

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Matthew Barrows
 
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Post » Thu Dec 15, 2011 11:11 am

Now that I'm a level 55 Legendary Warrior/Theif/Assassin who can smith & enchant the most powerful weapons & armor that the world has ever seen... I really miss the early levels of the game where everything is a threat, and your still progressing through the game. Seems like level 40 came all to quickly for me.

Anyone else feel this way?


Well there's your problem...
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Adriana Lenzo
 
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Post » Thu Dec 15, 2011 1:08 pm

Will you guys please STOP complaining about how easy the game is on later levels? Then just don't use smithing/enchanting! The game will get much more threatening, I can assure you.
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rolanda h
 
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Post » Thu Dec 15, 2011 2:21 pm

Well there's your problem...


lol You're assuming I'm abusing them, or stacking bonuses on top of eachother.. I'm not. Nor am I complaining. It's an observation & an opinion. Herpaderpa
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remi lasisi
 
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Post » Thu Dec 15, 2011 10:45 am

Yawn .... another >>> I am forced to smith my way to ubernes and now i am uber >>> :facepalm:
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Amber Ably
 
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Post » Thu Dec 15, 2011 11:10 am

Well there's your problem...

No, the problem is the failed balance of the game... The lack of challange, crippled by the game itself...

Programming solution:
1: Watch what we kill, and how fast we kill it.
2: Adjust opposition to the results of our actions.
3: Watch again, and readjust, if adjustments lead to multiple undesired deaths.

The problem is... The game calculates off of hard-code formulas. However, no two people play alike, and no single hard-code formula will work... ever... Code has to adjust to the player, and readjust if it detects over-adjustment. These are a lot easier to manage, than attempting to hard-code balance in a game like this. Bosses should just be flagged... (Easy, Normal, Hard, Possible, and Impossible.) The impossible bosses being killable, but what the game believes is impossible. If you kill it... It HAS to adjust UP. If you die a lot on any EASY, it HAS to adjust DOWN.
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Chloe Mayo
 
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Post » Thu Dec 15, 2011 12:49 pm

I second that sentiment, and I'm a level 36 sneak archer with no crafting profession. I've felt overpowered since like level 15 (on master). The early game is definitely the most fun, then suddenly the balance goes out of wack. svcks that we have to wait for next year to get some balance tweaks.
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Alexandra walker
 
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Post » Thu Dec 15, 2011 9:58 pm

Lvl 1-20 = superfun
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Lou
 
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Post » Thu Dec 15, 2011 6:34 pm

They could have easily fixed this before release. Left in two other skill sets with perks and made enchanting and smithing just crafting with no leveling. That way people would only do it if they wanted to do it, not just to easily level up. They could have done it like AION also. In that game as you progressed in crafting. Each level forced you to make more complex and expensive items to gain experience. So it took longer to master the skill. I knew BGS was going to screw this one up before release because they have no experience in doing this sort of thing. All I have to do now is make a few hundred iron daggers and POOF I am a master smith.....LOL
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Kelly Upshall
 
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Post » Fri Dec 16, 2011 12:40 am

No, the problem is the failed balance of the game... The lack of challange, crippled by the game itself...

Programming solution:
1: Watch what we kill, and how fast we kill it.
2: Adjust opposition to the results of our actions.
3: Watch again, and readjust, if adjustments lead to multiple undesired deaths.

The problem is... The game calculates off of hard-code formulas. However, no two people play alike, and no single hard-code formula will work... ever... Code has to adjust to the player, and readjust if it detects over-adjustment. These are a lot easier to manage, than attempting to hard-code balance in a game like this. Bosses should just be flagged... (Easy, Normal, Hard, Possible, and Impossible.) The impossible bosses being killable, but what the game believes is impossible. If you kill it... It HAS to adjust UP. If you die a lot on any EASY, it HAS to adjust DOWN.

The one good solution that I have been looking for :goodjob:

Mods can do that, but I'd say it's too big a project to tackle down. They should've tested the game thoroughly
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victoria johnstone
 
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Post » Thu Dec 15, 2011 11:12 pm

Well there's your problem...


I'm a level 48 Warrior who has only used Smithing and I'm experiencing the same problem. Legendary Daedric armour and weapons, alongside Dragon Shouts make killing anything far too easy. That's only using the double bonus perks in Smithing and having 100 Smithing, no Alchemy, and no Enchanting needed, yet.
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naomi
 
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Post » Fri Dec 16, 2011 12:44 am

I agree. The game is build around the concept that you "max out" around level 40-50. By then you can get the best gear, fight everything with ease, etc. I think it should aim higher and center around level 70, otherwise the game is cut short artificially.
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Josh Trembly
 
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Post » Fri Dec 16, 2011 1:28 am

The one good solution that I have been looking for :goodjob:

Mods can do that, but I'd say it's too big a project to tackle down. They should've tested the game thoroughly

That is the first MOD I will be working on... Specially for the archers. (Sniping is fun, but way toooooo unrealistic in this game, with the levels adjusted like this.)

The only hard part is recording deaths. However, I have three good solutions for that. (I have to wait for the creation kit first.)
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Batricia Alele
 
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Post » Thu Dec 15, 2011 10:22 am

i hope that someone high up in Bethesda (not just some forums mod) is reading this.
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Jeff Tingler
 
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Post » Thu Dec 15, 2011 10:16 am

Is it possible to not use smithing and enchanting at all? I have enchanted only one weapon (the Skyforge sword I was given).

Would this unbalance things in the wrong direction?

R
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Melis Hristina
 
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Post » Thu Dec 15, 2011 11:10 am

What difficulty do you play on?
That can mean alot.
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c.o.s.m.o
 
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Post » Thu Dec 15, 2011 3:14 pm

Is it possible to not use smithing and enchanting at all?

I have not used smithing or enchanting on either of the characters I have played. Yes, it certainly is possible.
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jess hughes
 
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Post » Thu Dec 15, 2011 6:43 pm

Once this game is tweaked a bit by Bethesda it will be perfect I think. I really dont think they need to do too many things to balance crafting and the game.

:D
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Facebook me
 
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Post » Fri Dec 16, 2011 12:02 am

Personally I think the class system should have been left in....six skills plus the the three crafting skills (which are available to everyone) and these are the only skills you can take perks for and are what level you up. The fact that a warrior type can level up by reading skill books meant for mages means that the rate of levelling has increased over Oblivion...
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Carlos Rojas
 
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Post » Thu Dec 15, 2011 12:18 pm

Now that I'm a level 55 Legendary Warrior/Theif/Assassin who can smith & enchant the most powerful weapons & armor that the world has ever seen... I really miss the early levels of the game where everything is a threat, and your still progressing through the game. Seems like level 40 came all to quickly for me.

Anyone else feel this way?

It's something I've always felt both in Morrowind, Oblivion and I'll probably feel the same in Skyrim. Maybe the levelling system is too fast or maybe our opponents don't grow at least as skilled and strong as we do?
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Dragonz Dancer
 
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Post » Thu Dec 15, 2011 2:12 pm

Nah, more like "Skyrim is best...until level 25"
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Robert DeLarosa
 
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Post » Thu Dec 15, 2011 12:27 pm

I agree. The game is build around the concept that you "max out" around level 40-50. By then you can get the best gear, fight everything with ease, etc. I think it should aim higher and center around level 70, otherwise the game is cut short artificially.


Although I hate to say it, probably they will introduce new areas in DLC-expansions that will be hard and/or interesting for those late levels.

That is the first MOD I will be working on... Specially for the archers. (Sniping is fun, but way toooooo unrealistic in this game, with the levels adjusted like this.)The only hard part is recording deaths. However, I have three good solutions for that. (I have to wait for the creation kit first.)



Sneaky archery can "ruin" your game but I've just changed my playstyle. I snipe one or two baddies then charge in with my greatsword and light armor. Not the optimal way to do it and I do die more than I care to admit, but it makes every fight interesting and challenging. I only craft what I need, I only enchant my new crafts (and don't really care if it's the "optimal" enchant") and I only make enough potions for the next couple of dungeon runs or "game days".

Some may call it self-gimping, but that's exactly what it's not. The game system is very open and can be exploited very easily even when you don't mean to do it. But that openess is what allows me to play exactly how I want and find a way to make it interesting. I dare say realistic too. Can you imagine an archer "kiting" in real combat ?

In fact, if one tries to play realistically (why for example would a level 10 Dragonborn decide to craft 200..... daggers and enchant them or make 300 useless potions overnight!) they will find that the world responds quite realistically too in terms of monster levels and quest levels.
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Jodie Bardgett
 
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Post » Thu Dec 15, 2011 8:04 pm

Another pointless "HURR I SMITHENCHANTED TO MAX, TOO EASY, TIME TO MOAN ON FORUM"...thread.

Pfft.
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JUDY FIGHTS
 
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Post » Thu Dec 15, 2011 7:06 pm

No, the problem is the failed balance of the game... The lack of challange, crippled by the game itself...

Programming solution:
1: Watch what we kill, and how fast we kill it.
2: Adjust opposition to the results of our actions.
3: Watch again, and readjust, if adjustments lead to multiple undesired deaths.

The problem is... The game calculates off of hard-code formulas. However, no two people play alike, and no single hard-code formula will work... ever... Code has to adjust to the player, and readjust if it detects over-adjustment. These are a lot easier to manage, than attempting to hard-code balance in a game like this. Bosses should just be flagged... (Easy, Normal, Hard, Possible, and Impossible.) The impossible bosses being killable, but what the game believes is impossible. If you kill it... It HAS to adjust UP. If you die a lot on any EASY, it HAS to adjust DOWN.

This game is not HALO. This game has progression. If it is too hard, progress your character. If it is too easy, either cap yourself or adjust difficulty. But level scaling is already working against progression so I don't know, your suggestion has a higher chance.
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Spooky Angel
 
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Post » Thu Dec 15, 2011 7:34 pm

Will you guys please STOP complaining about how easy the game is on later levels? Then just don't use smithing/enchanting! The game will get much more threatening, I can assure you.


If we have to not play the game in order to enjoy it, something is wrong. I'm 50+ on master, but I'm nerfing so that I only use dragonscale smithing (maxed) - no alchemy or enchanting.

I recently did that Missing In Action quest, and everyone topeside was super easy. Even without hit bonuses I kept one shotting every single NPC up there and thought to myself "WTF is this? This is waaaay too easy on Master.". I think the mechanics is so that those guys are scaled from the first time I visited the place, but without activating the quest. When I entered the dungeon, things upped a bit in toughness, and due to being stupid I even managed to get killed once :) This leaves me with a couple of conclusions:

1) Level locking should not occur by first visit to a new place, but instead occur on first fight in a new place. Exploring without entering combat and fighting everything I see is "how I play", and I now have to nerf myself to not enter dungeons at all until I get a quest for it.

2) With higher difficulties the lower end should scale higher as we progress through levels. The early game was very difficult, and I loved it - forced me to think. At higher levels (at least without exploiting features) high level enemies still pose a good challenge which I can't ignore (ancient dragons are tough as hell), but the lower end ones could be scaled higher. Not to the point where I don't feel I have any progress anymore, but at least enough so that I still have to put up a fight to win.

The first one requires quite a bit of recoding, which probably won't happen. The second one can probably be changed with mods, and could be included as default.

Lastly, up the importance of the now neglected skills and perks. Now I can open every master lock in the game with two or three picks, but I haven't spent a single perk into lockpicking. And I'm an archer/worrier like build.

The game would be "annoyingly perfect" if all skills had perks in them that you felt you really needed but couldn't get all of. If you go for multiple crafting skills, make sure the neglect of others are really felt.

Maybe classes should be brought back, with limits put in even in the custom class where you cannot pick "easy to skill up skills" that conflicts one another? In other RPGs they have tons of these "arbitrary rules" with intention of breaking down power gaming, despite having a role master in flesh and blood with thinking capabilities.

Another big worry is how ridiculously fast I reached 50+, without really doing anything useful in the game at all. And now that I've finally begun playing it, it gives me no sense of progress at all because I use skills that are already max'ed out.

As much as I love the idea about use skill to level up, this is the downside of it. Compare to FONV whose mechanics didn't let me level up indefinitely by skill usage/grinding at all, but instead you had to "play the game content" in order to be rewarded. Progress is divided throughout the game, instead of all at once then complete stop. I enjoyed every build I had, and I didn't have to nerf anything. I felt really good at high levels, yet I couldn't rush through anything (hardcoe mode of course).

Focused skilling is rewarded too much in this game apparently. Even if they should obviously feel stronger than jack-of-all-trades builds, we don't get penalized much at all for not doing it.

Maybe adaptive evaluation (more effective on higher levels) is the solution? Punish us more for the traits we don't have. I wouldn't be the one to program it though :P Still, it's too late for this game (sadly). Maybe food for thought for the next one, although I don't expect it to be...

Also, the game needs to get out of this "need to max out" idea. Let it be harder to reach 50 skill than 100 skill, but have all perks available at 50. 100 should be so ridiculously hard to reach no players would ever get there. More cross referenced perk requirements, like i.e. the Sneak perk "No armor penalty" (?) you'd also need to have certain skill levels in light armor (not heavy armor, as it doesn't make sense) in order to get it.
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Stephanie I
 
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