Bethesda, why must we rebalance your game for you? (part2)

Post » Wed May 23, 2012 1:23 am

As I am reading through my own thread (comming back from work), I would like to stop and adress this with a simple question:

What makes you believe that you cannot have a game that can be both challenging, and not? What If I told you that all it took was a working difficulty slider?


Who says TES is not already like this for most people? You are asking people to accept a premise that the game is grossly flawed or not challenging in order to answer your question.


There is no design paradox here: you can create a great game with great story and character, and if that game is well balanced, then players for who the point is the challenge can put it in hard mode and enjoy their challenge, while players who preffer to focus on the story can simply opt for an easyer setting and enjoy their piece of the pie. No one has to go home hungry!

Who says Skyrim is not that already? To many people it is this already.

This idea that balance would destroy anything at this point is just unjustifiable (i actually dare you to try it), because anything that is currently possible can be recreated via a difficulty setting in a balanced game, where the challenge a lot of players are looking for cannot be recreated in the current state of skyrim other then by severely limiting the player's character developpement options.

Because you operate under the assumption everyone agrees the game needs balancing from outside sources which is obviously a faulty assumption. If people think the balance is good, changing it opens a pandoras box and may change the core gameplay that many people have grown accustomed too. i.e. if its not broke do not fix it. I love people who say they know what balance is and scream that its needs changed for everyone. My game is balanced just fine, so how exactly are you gong to balance it? The way I see it, you adjust the balance from what I like to what you like it would throw my balance out the window. That why the game allows players to balance the experience themselves. I digress, you need a developer to do this for you.

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Nicholas C
 
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Post » Wed May 23, 2012 2:55 am

Yea, the two really big weaknesses of Skyrim are unbalanced systems and one dimensional storytelling. The quests need more choice, moral dilemmas, consequences to the actions you take. When it comes to RPGs I prefer the stories Bioware writes to the type of Storytelling in TES games by far. They don't come at it with the notion that you simply don't do any quests that your character doesn't like, they allow you to complete all the quests in your own way. Someone comes at you with an evil plan, you can help them or set them straight, not only help them or walk away and ignore it.
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Jack Walker
 
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Post » Wed May 23, 2012 6:39 am

You seem to be confused as to what min/maxing means. The idea is to optimize your character. What this means is that if i want to be a warrior, i strive to build the most effective warrior I can, if I want to be a nuker, i'll build the most effective nuker I can, etc. It means that I enjoy trying to figure out what works the best.

The person you're quoting is old school, much like myself where min/maxing WAS that definition. Really it still ought to be, making a character all the can be and abusing the spirit of the game aren't the same thing.

It comes from games where there are stats to be allocated and you ignore certain ones completely to blow others OTT compared to other people. Not such a big deal in PnP because the DM will slap you, but stuff like NWN it was a real problem for the RP persistent worlds - intelligence stat through the floor? No matter, because the *player* isn't that dumb so it can be abused to boost combat stats higher for example. Abusive class combinations that make NO sense was another, druid/monk anyone?

-------------------------------------

Anyways, to the point in hand, I still feel the difficulty in the game is a bit spiky and a rather binary proposition. It's either REALLY hard or its REALLY easy, hitting the middle spot of 'challenging' is actually quite the challenge, no pun :)

As I said in the first iteration of the thread, I have no issue with munchkins (love that term) but personally, I find it a bit too easy to make a character too powerful without really trying. Becoming god like should take a more concerted, deliberate effort - the steps don't need to be harder to accomplish, just harder to do/less likely to do in the course of 'normal' gameplay.


I don't have major issue with it as is today, but I would think the game would benefit overall if it was more difficult to 'blunder' into making a super powerful character.
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Elea Rossi
 
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Post » Tue May 22, 2012 6:35 pm

I do agree in some points with the OP. My first character is around 140 hours of game play. Completed almost every quest that I could find, and I haven't looked any guide of character building so the perks I took was purely from description. I play a stealth archer type. The perks I took were Sneak first to 100, archer is around 80, and 1 handed is around 70ish. Smithing I have it at 100 but it was not because I wanted to make a good weapon from start. Its because even around level 30-40 I couldn't find much of an upgrade from mobs and dungeons, and I had a crap load of Dragonscale/bone materials so decided to level it to see how it looks like.

Most of my blacksmith were obtained after I have gone to Dwemer (sp? dwarven dungeons) dungeons. I looted every single item that can make Dwarven Ingot and mass produced them to get money. Enchanting I took it later in the game around 40s, since I couldn't find any damn weapon with good enchant. Enchanting is around 60-70 if I recall. I use shield and 1 handed for close combat (mostly backstab so use daggers more often) and most of the time I snipe from range. Difficulty was never touched, and it was always on Adept. I haven't even touched spells cause I wanted to purely be a archer / thief type character.

Now I had alot of fun with this games and I have very few complaints.

1a. There are just way too many quest bugs. And I do not mean by bugs while questing. Its mostly when I want to explore, cleared the dungeon, obtained some sort of item that I cannot trade or stash or drop, and the quest bugs out. In my case its the Bard College quest which I could never finish cause I had 2 of the quest items on me, it gave me the option to give to the npc even when they haven't even told me about the quest. Got the reward but the item never got removed from my game. Thus after I researched a bit i could not finish the Bard College quest line to the end. (did finish mage, thief, DB quest line though) Also had issues with pacing the main quest and side/misc quest. Depending on where you stop the main quest it may get you stuck on the side quest due to having to have to talk with the same NPC, and that NPC will not give the misc quest option and only the main quest option. (won't mention anything since it will contain spoilers but it is mentioned somewhere in the huge bug post)

1b. Since its quest related I got a little dissapointed on the progression of Civil War quest line. Won't spoil anything but it felt... well too repetitive. I joined the legion on my first run since I was well... imperial race. Could have added more choice or variety per stage maybe? But thats my opinion. Just that well... repeating the same thing for... hmm was it 4 or 5 times? in a row does start to wear you off and say "what this again?".

2. The dragons are a little too weak most of the time. Yes I have seen it from normal till ancient dragons. It could be since I am playing an archer class, and in close combat I use shield bash alot to interrupt their attack/breath (although they can kill me easily even to this level if I get hit like 2-3 times and not used a potion). But I would guess they did it this way because you do get to fight them very often. Perhaps TOO OFTEN. Well probably can wait for a mod to increase the Dragon's strength and encounter them less often. Like once every hour instead of 10-20min (usually after 3-5 fast travels I encounter one) The only time I struggled to death was when I encountered TWO ancient dragons at the SAME TIME in an open field which made me reload a couple of times.

3. Lastly the Magic side. I have started to play a mage type character. Still level 10, and increased the difficulty a bit to expert to see if that balances things a bit since I was starting to get a bit bored managing to snipe every single enemy without being detected on most of the dungeons. Well lets say... compared to melee you use a crap loads of magika in no time and you get to use maybe 3 spells before you start running till it regenerates. I cannot comment much in this field since I am still a wimp and just started the character. But seeing that you can modify your melee weapons from smithing its power, how about adding enchant that gives % damage increase on spells or increased duration on conjuration etc. Magical damage increase is the only thing that I haven't seen in enchanting skill.

Due to point 1, I am afraid to go explore freely in fear that I might loot a quest item which will break the quest entirely at the later stage of the game. Point 2 is quite minor and I am sure its easy to get it fixed or mod can do it for me. point 3, again same as 2 but little annoyed that the damage of spells doesn't increase when you level. Point 1's fix could probably be easy to fix if you spawn the quest item/npc when you accept the quest and not before. Or just simply fix the script to accept the item and be able to proceed.

Now I am starting my 2nd character which I mentioned is a mage type. I will probably not touch blacksmith cause I want to role play as a mage. She is not using any weapons except staffs and not wearing any armor except pure clothes/robes. Thats the restriction I have made to play the character and oh boy it is quite hard even at early stage of the game due to not having armor, I cannot allow the mob to touch me much. (first dragon encounter I got killed in 2 hits, although that was because I was level 5 I suppose).

Note: My main character's gear = Daedric Bow of fire something (got from a chest 25 fire damage), Daedric Long Sword + 22 lightning dmg enchant, Daedric Dagger + Soul Trap. Armor is a mixture of Nightingale + Ancient DB's armor. I use ring and amulet that gives me 28% increased bow damage. All weapons are legendary.

P.S. Talking about smithing. is it only me that with 100 blacksmith and having every single perk of the tree I still cannot make legendary ebony / daedric (not sure abou this) and only goes up till epic? I have to use Blacksmith boost potion and rings to be able to make legendary quality items. (probably a bug or something)

TLDR version: 54 thief, 140 hours played, enjoyed the game in adept difficulty with few bugs that really have bothered me. 2nd Play with mage character, dying every encounter because she is a wimp... @topic = I agree on some things with the OP.
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Ludivine Poussineau
 
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Post » Tue May 22, 2012 7:40 pm

Love to know an RPG that does not have a one dimensional storytelling method.

A quest/story in an RPG is always the same.....go here and complete a task. Could be sweeping a dungeon, talking to someone, getting an item, etc, etc. No RPG really has a choice when leading your through a scripted story. Welcome to the limitation of a video game of which the AI is incapable of having an imagination or being spontaneous. Making a story dynamic would require intensive amount of programming to account for all variables and even then its still one dimensional and predetermined and would come off flat as the time limitations to develop these "choices" would hinder overall development of the game and lack polish.

If you put choice in the main quest of an RPG that have to different outcomes, you now as developer have to develop two different "main quest" for each decision. The more choices, the more "main quest" you have to create. While this would be awesome, its not practical from a developers stand point. Although this is implemented in side quest at a much smaller scale having these "choices" severely limit the time the developer could spend on other aspects of the game. Even if they did focus on these elements, the rest of the game would be lacking.

So the weakness in dimensional story telling is correct, but holding that against TES when every single RPG faces the same problem seems overly critical.
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Andrea P
 
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Post » Wed May 23, 2012 1:56 am

It comes from games where there are stats to be allocated and you ignore certain ones completely to blow others OTT compared to other people. Not such a big deal in PnP because the DM will slap you, but stuff like NWN it was a real problem for the RP persistent worlds - intelligence stat through the floor? No matter, because the *player* isn't that dumb so it can be abused to boost combat stats higher for example. Abusive class combinations that make NO sense was another, druid/monk anyone?
not really the case here: I leveled solely by my combat skill (destruct/conju), then the game was moderately challenging for me (thank to potentially OP conju minions). Then it suddenly was broken when I decided to level up my enchanting, as my necromancer-built-char has met his intended skill goal. Completely broken when I figured out -100% mana cost trick. Is there any min-maxing involved here? prolly no.
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Blaine
 
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Post » Tue May 22, 2012 6:35 pm

I know that, that's why I put the line under the min/max definition and my feelings on skyrim - to separate the points.


As I said in the last thread, I find it is a bit too easy to accidentally create a demi-god. I'm all for the making of one being possible, but I prefer it to be a deliberate and considered action on the part of the player so there can be no real complaints about "now it is too easy" or "I broke my character".
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Monique Cameron
 
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Post » Tue May 22, 2012 10:10 pm

When you interject a stupid pop culture reference, your post has a shelf life of about two seconds with me.
No, I asked you quit seriously if you was mad, crazy, loco!. Because your post did not make any sense to me.
So do you know why CD Project Red takes such good care of their single player games after release?
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Charlotte Buckley
 
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Post » Wed May 23, 2012 3:56 am

I
know that, that's why I put the line under the min/max definition and my feelings on skyrim - to separate the points.


As I said in the last thread, I find it is a bit too easy to accidentally create a demi-god. I'm all for the making of one being possible, but I prefer it to be a deliberate and considered action on the part of the player so there can be no real complaints about "now it is too easy" or "I broke my character".

Yeah, like that aforementioned -100% mana cost trick. If its presented in game, make the material for that specific enchantment very very hard to get, like from a specific demonic quest within certain conditions. That way no one can "accidentally" created a demi-god character just because he want to build the best char to play with (as in my case: my destruction mage was not as strong as I wanted, so I figure I would need some -mana cost enchantment to offset huge mana drain my spell was requiring. Turned out that -% cost was too good!). And in case some decide to pursue the path to glory, they would feel seriously satisfied with that feast. Both parties are happy now.
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Invasion's
 
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Post » Wed May 23, 2012 12:43 am

Replying to this hilarious post from the last thread.

So you didnt get them (probably newer played mage either) and your talking [censored] about things you dont even know off :hubbahubba:

Fire Storm 0007a82b A 150 point fiery explosion centered on the caster. Does more damage to closer targets. 1222 Complete Destruction Ritual Spell Master Master Cast on Self

If you got the master perk and got 100 skill level then without any other spell reducton cost gear or pots the cost is only (1222x0,4)=488 mana and the dmg while perked is (150x1,5)=225 dmg. Your forgetting that fire storm is an AOE spell thats gonna hit numerous enemies for 225 dmg and do extra dmg while they burn at the same time.

Still your choosing the most mana eating spell with a long time to cast. While not use chain lightning that is more mana efficient, hits 3 target at the same time, can be cast while moving and stagger enemies. But ok lets choose a different master spell like lightning storm which does 112 dmg oer second for 47 mana if you got only 100 skill and perked master in destro.

You can do 112 dmg per second for as long as your mana bar isnt zero. So if your lvl 40 with 100 skill in destro and mastery in it and your running naked then you will have 500 mana ( didnt add any racial bonus or magica gear ) so you will be able to do 112dmg for 10 sec so 1112 dmg total. Thats enough to kill a Draug Deathlord on Master level.

Still not satisfied ? Yeah I guess after all meele needs to smith the best weapon, upgrade it, enchant it, enchant your gear with meele %dmg to be able to kill things. So why not use the same for a mage ?!? Drink your custom %dmg pot and poison your enemie - now you are doing 112x2,62x2=586 dmg a sec for 47 mana.

You destroy a Draug Deathlord in 2 sec, you destroy a blood dragon in 6-7 seconds and that doesnt even take into consideration the disintegrate perk ( kills enemy that goes lower than 15-20% his health in one hit) and any less magica gear or even mage robes.


I have two Mages actually. One on level 30 and one on level 52. You say I'm wrong then post figures that match what I'm claiming. Disintigrate doesn't even work with Firestorm and you're telling me I havn't played a Mage and I don't know what I'm talking about? Give me a break kid. This post just ruined your credibility on these forums.
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carley moss
 
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Post » Tue May 22, 2012 9:09 pm

I don't see the point in the whole role-playing argument.
How would balancing a few skill trees make role-playing worse? They wouldnt. It would have no affect on it.
But it would fix the game for the "gaming" oriented people, or however you want to call them. You know, the people that value a game being balanced somewhat properly.

Im on my third character now after quitting the first two at around lvl 30 on both. Im a big fan of roleplaying games and Im enjoying this one immensly.
But the crafting synergies could be removed completely. Not just the fact that with +smithing enchannts and +enchanting potions you can stack one with the other without limit and make broken items.
The entire +x craft enchant could be removed completely and it would make the crafting skills more or less fine.
Also, destruction. While it is playable, your character simply gets weaker every level after 35. How is this right?
The guy in the modding forum working on the destruction mod is currently working on replacing the %mana cost with %spell damage. While still having to force oneself not to go overboard with enchants then and 1shot nuke everything with fire, this is a step in the right direction.
I dont mind self imposed limitations with skills in RPGs. There is always a skill or a spell that is a bit OP. But how did even bethesda playtest this game? There are such huge problems with so many of the skills which became obvious during the first 2 days of me playing this game.
Ive never used any +%skill on craft on purpose cuz I dont want to break my game. And Im playing destruction even though its lacking cuz thats the kind of character I want. And I'm actually ok with it. I just wish Beth put a bit more thought into it.
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Alexxxxxx
 
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Post » Wed May 23, 2012 8:20 am

http://www.youtube.com/watch?v=j-EvW4bkAxc&feature=related
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Schel[Anne]FTL
 
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Post » Wed May 23, 2012 12:59 am

I think there is a major problem here with some people, and the problem itself it's pretty simple.

They took this game as if it was some kind of common game where you just play while being limited (or guided) by the game mechanics. Let's say Crysis, or Far Cry.. with the addition of "some skills to improve your character", but hey (ironic mode on).. with increasing difficulty over time to be a challenge so the player has to retry the same battle even at different days because it's so challenging that only those really capable, or those setting on "Easy" difficulty, are able to kill.

This is an open world, sandbox and most importantly, RPG. Maybe not as "real rpg" (or as good), as some older or future games. But it's an RPG that gives you some tools, and you use them accordingly. I've never played real world RPG games (table, or whatever you call them), but as far as I know there is a "master" that defines what you can do, how far you can train... basically, your limits. In Skyrim YOU are the master.

For instance I'll pick Ultima Online. Because it's ONline, the system has to set some limits... there were no classes, and you could have a character that could be a Master in begging, cooking, swords, magic and hiding. But it was non-sense at all, because the skill tree was limited to certain skill points, basically to AVOID exploiting and overpower.

You could be a warrior and blacksmith, but in order to be a good warrior, there wasn't room for the smithing skill.

But obviously, if this same game (UO) was OFFline and you were allowed unlimited skillpoints, there wouldn't be a sense on people complaining about the game being too easy because "I have a warrior able to do uber weapons, add them magic, protect myself with spells, i can heal with magic and also alchemy potions that I also do myself (uber potions too), and bandages also tailored by myself.. This is clearly unbalanced!! it's broken!!.. no sense to kill a demon in a few hits without even being touched..".

It's as easy as setting yourself some limits. To define a character. Want a warrior? Well, focus on the armor type you want, weapon, and a couple of secondary skills to focus your perks on. Now... does a secondary skill that you didn't plan go up while you play? Well... don't invest perks on it.

I'm not saying that this is a complete solution for any unbalance. There may be unbalance on certain things that I still haven't played. I just say that I think some people are just "beating the game", training, leveling and picking perks here and there, without any limitations, and that's basically the main error.
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Emma
 
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Post » Wed May 23, 2012 10:25 am

Love to know an RPG that does not have a one dimensional storytelling method.

A quest/story in an RPG is always the same.....go here and complete a task. Could be sweeping a dungeon, talking to someone, getting an item, etc, etc. No RPG really has a choice when leading your through a scripted story. Welcome to the limitation of a video game of which the AI is incapable of having an imagination or being spontaneous. Making a story dynamic would require intensive amount of programming to account for all variables and even then its still one dimensional and predetermined and would come off flat as the time limitations to develop these "choices" would hinder overall development of the game and lack polish.

If you put choice in the main quest of an RPG that have to different outcomes, you now as developer have to develop two different "main quest" for each decision. The more choices, the more "main quest" you have to create. While this would be awesome, its not practical from a developers stand point. Although this is implemented in side quest at a much smaller scale having these "choices" severely limit the time the developer could spend on other aspects of the game. Even if they did focus on these elements, the rest of the game would be lacking.

So the weakness in dimensional story telling is correct, but holding that against TES when every single RPG faces the same problem seems overly critical.

The Witcher series
Dragon Age series
Mass Effect series
Deux Ex
Divinity II
Metro 2033
S.T.A.L.K.E.R.
Star Wars: Kotor 1 & 2
Heavy Rain

inb4 not RPG enough/not large enough choices.

Story is the least intensive part of making a game, they also don't have a bunch of cinematics they have to worry about going with everything either like most of these games include.
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Amanda Furtado
 
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Post » Wed May 23, 2012 1:58 am

Didnt destruction spells atleast ignore the armor rating of enemies? And actually mage enemies give me the most trouble.
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Susan
 
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Post » Tue May 22, 2012 7:51 pm

The story telling in Skyrim is pretty one dimensional, I mean, let's take for example the companions guild. When you join up one of the first quests you get is to beat up an old lady. If you want to play a character that doesn't like that task you're out of luck, you can't get past that quest unless you do exactly what it says. They could have added a way to talk to the old lady, find out why she's in trouble in the first place, and then resolve the conflict otherwise, that would have allowed you to deal with the quest in your own way. That's the problems with storytelling in this game, as much as the game lets you play your character the way you want skill wise, it kind of skimps on allowing you to give your character a personality.

Didnt destruction spells atleast ignore the armor rating of enemies? And actually mage enemies give me the most trouble.

They do ignore the armor rating, but enemies also have resistence. And yea, mage enemies that just pop up an absorb are the worst, because they always seem to have damn near unlimited magicka, way more than any player can have anyways, and their spells are also incredibly damaging to you, because hitpoints are sort of in short supply on a magicka heavy build.
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Esther Fernandez
 
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Post » Tue May 22, 2012 8:54 pm

I am pure destruction mage. Level 34 and Destruction 100. For now i can handle yet but its already hard to survive. And i am suppose to go Conjuration now? Despite i used all my Perks in my favourite gamestyle i should change it now?? Because of bogosity of developers?? Something is not right...

Destruction not scale that is wrong at first place. Mages have limitation to use Expert spells untill end of the game (more useful than Master spells) so because of that limitation there should be enchants with destruction damage ONLY applied for cloth items. Plus just like other trees Destruction (as a skill it self) should be increasing damage. Plus perks are unfair. Why 1H, 2H, bows have 100% damage and Destruction only 50%?? Really?? They have smithing in addition...

Another thing is Smithing, Enchanting and Alchemy should be nerfed. What i mean is they should stop be effective above 100 in skill. That will fix unlimited exploits of 0 Magicka (which totally make magicka existence meaningless and screw all mages who was investing in magicka) and ridiculous numbers on damage or armor.
Nerfing these skills will remove fortify potions exploit.

Smithing, Enchanting and Alchemy potions (that increase result of crafting) should be removed at all.

Make these things and the game will be balanced and enjoyable to play. Without Hybrid God Warriors.
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Emily Shackleton
 
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Post » Wed May 23, 2012 2:11 am

If you want to make mages as silly as stacked warriors, add a magic weakness enchant. Job done. Plink an arrow, melt faces. Enjoy.

As it is you need to poison an arrow to do the above.
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Shianne Donato
 
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Post » Wed May 23, 2012 5:29 am

Well its just stupid that all the damage scaling synergies for destruction come from alchemy.
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Andrea P
 
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Post » Wed May 23, 2012 6:12 am

I would like to thank the posters who have managed to get their views across without sounding like a whiny child who stamp their feet and demand their game is ruined and devastated by the perceived imperfections. I've actually read a couple of posts now, which were competent enough to succinctly explain their point of view. It only took about 500 posts to get there.. but nevermind.

My previous posts on subjects like this, have been quite extensive, and I'll try to avoid it this time (and fail most likely).

Game inbalance is a standard feature of TES. I would like to clarify that I agree the game is inbalanced. So was Daggerfall, so was Morrowind, so was Skyrim.

If you think Skyrim is broken.. please never play Daggerfall, there were so many ways to "accidently" break the game it wasn't funny. Very decent game.. but same issue, I never tried it, but you can more or less break the game from character creation.
Morrowind was likewise broken in several ways, item crafting lols, cheap 1 sec skill fortifications etc etc etc
Oblivion has overpowered spell crafting, enchantment stacking, refusing to level and many more people are bound to be familiar with.

There is no difficulty level possible that can cope with any of the mechanics in any TES game if you choose to do so.

So whats the complaint with Skyrim. I think the munchkins (look it up.. not the wizard of oz kind) are simply upset it was too obvious this time. Usually in a TES game it takes a fair few hours before the *bing* holy hell... I could make 100% reflect magic or chameleon... It makes sense for your character to do so.. but most avoided it because it broke the game and made it too easy.

By simplifying the game further (I'm not offering comment in this thread as to whether this is good or bad) I think the avenues to the god-abilities has been made too easy.

But the argument that Bethseda should have learnt and fix these things, ignores the fact that this is entirely normal for a TES game.. you might even say its a tradition. You can follow the game and have a good time, the things that overpower you are usually staring you in the face. The option was always there to say, stuff this, I'm going for God Mode. It was always there, and any TES player knew it was.

The only real problem is that it was more obvious this time.

Of course thats not the only issue, and its down to personal preference, and like it or not, this is not a problem the majority of players are facing, and the definition of normal play in a game like this, is not "How do I BEAT the game". I think its awesome that you like a challenge, its the main reason a lot of us game. This just isn't the game for it, and it never was. So I will defend, some obvious disparities because it gives the game a lot of character. So what if my Mage isn't powerful at level 50 after 100 hours of playing, it adds a dimension to the character.

TES games work excellently with multiple playthroughs trying different aspects. Making god characters to beat the game was never on the agenda, and I don't expect it to be, a lifelike world is not balanced, ours certainly isn't, and I don't expect a fantasy world to be either, so I'll defend its right to be unbalanced, and weep tears of joy that I am having so much damn fun.. because if you FIXED it the way some want it fixed, it would be soulless.
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matt oneil
 
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Post » Wed May 23, 2012 8:51 am

I think there is a major problem here with some people, and the problem itself it's pretty simple.

They took this game as if it was some kind of common game where you just play while being limited (or guided) by the game mechanics. Let's say Crysis, or Far Cry.. with the addition of "some skills to improve your character", but hey (ironic mode on).. with increasing difficulty over time to be a challenge so the player has to retry the same battle even at different days because it's so challenging that only those really capable, or those setting on "Easy" difficulty, are able to kill.

This is an open world, sandbox and most importantly, RPG. Maybe not as "real rpg" (or as good), as some older or future games. But it's an RPG that gives you some tools, and you use them accordingly. I've never played real world RPG games (table, or whatever you call them), but as far as I know there is a "master" that defines what you can do, how far you can train... basically, your limits. In Skyrim YOU are the master.

For instance I'll pick Ultima Online. Because it's ONline, the system has to set some limits... there were no classes, and you could have a character that could be a Master in begging, cooking, swords, magic and hiding. But it was non-sense at all, because the skill tree was limited to certain skill points, basically to AVOID exploiting and overpower.

You could be a warrior and blacksmith, but in order to be a good warrior, there wasn't room for the smithing skill.

But obviously, if this same game (UO) was OFFline and you were allowed unlimited skillpoints, there wouldn't be a sense on people complaining about the game being too easy because "I have a warrior able to do uber weapons, add them magic, protect myself with spells, i can heal with magic and also alchemy potions that I also do myself (uber potions too), and bandages also tailored by myself.. This is clearly unbalanced!! it's broken!!.. no sense to kill a demon in a few hits without even being touched..".

It's as easy as setting yourself some limits. To define a character. Want a warrior? Well, focus on the armor type you want, weapon, and a couple of secondary skills to focus your perks on. Now... does a secondary skill that you didn't plan go up while you play? Well... don't invest perks on it.

I'm not saying that this is a complete solution for any unbalance. There may be unbalance on certain things that I still haven't played. I just say that I think some people are just "beating the game", training, leveling and picking perks here and there, without any limitations, and that's basically the main error.

Hmmm interesting, I agree in areas and disagree, but maybe I wasn't understadning your last part about people are beating the game by maxing out? As in, level their char up fast, and exploit the strongest perks, and because they didn't limit themselves, it's a problem? As in they are the creator of the difficulty and they are making it easy on themselves? Was that your point?

Cause the debate starts here if it is! Your one commment here about being a uber mage, warrior, potionist master would clearly make a game feel broken and unbalanced.... Well I think this is the big problem that you and most these people are missing when saying stuff like, limit yourself so the game feels limitless, makes no sence at all... Did you play Oblivion... My guy is 70, through leveling only 7 major skills, but i got mulitplyers by hitting secondaries every level. Potentially maxing out all my Attributes to 100 (str, int, agi etc...). Is this considered an exploit when they INCOURAGE multiplyers and put them in for that very reason.... There were alot of "exploits" in oblivion, BUT! Getting up to 70, maxing all attributes, having the ability to cast spells you made, WHILE attacking with a sword, in heavy armor, while drinking potions... All that WAS possible in oblivion. And guesse what, the game compinsates for any and all combinations. I exploited and got strong, a master, but on the hardest difficulty, I was forced to use my crowd control skills, my heals, my destruction, my weapons and gear etc. etc... Every single exploit I used, the game through in another level of difficulty. I [censored] you not, 3 vs 1 in my game is impossible. A 1 v 1 arena duel is a very stimulating exciting challange, a back and forth 5 minute fight.

Looking back at that formula. I came to Skyrim and find that hey, If I level up 1 handers to 100, I DO NOT gain enough perks to fund itself!. The way the game works now, you must max 3 skills to 100, to fully perk 1 skill tree. 18 skills devided by 3 = 6, thats the common thing you see for players lvl 50-60+ 6 maxed trees.... Going into the game with limiting yourself to say leveling up roughly 6 things. you will only perk our 2 of the 6.... Who goes into this game thinking, im gunna max out a sword and armor only! yahh!!!!.... Eventually you will INSTINCTIVELY start leveling up secondary skills outside of your "class" just to get the perks you want within your "class build". And in oblivion you got all your "perks" just from leveling up your 7 major skills. Skyrim asks you for 18 skills maxed to 100 to achieve the same thing 7 did in oblivion, and when people accomplish that, they are frowned apon and said they "exploited OP'ness". When that is actually just a common oblivion build that would LOSE on HARD.

Back in Oblivion days, your major skills allowed you to say hey, im not going to level up my secondaries, cause I don't feel I need them once im a 70 warrior from my 7 majors. BUT, the options there and it does not by any means make your char OP. Skyrim we are seeing a pattern of people accidentally getting OP, the main issue here is not the players fault for not limiting themselves... Bethesda clearly set the the difficulty bar too low... In Oblivion, Id like to see you try and make an all mighty character who is actually Max level, (not a level 1 with maxed secondaries to exploit) and not get your ass totally handed to you by a mudcrab on hard.... (ok, not a crab, but you get my point).

Poeple are coming right off of 5 years of Oblivion with such characters that had a limited play direction, and others with maxed stats or exploited stats at low levels, but in the end. These were HARD things to pull off, and the difficulty slider ALWAYS kicked your friggin butt!!!... The option was there, and I think this whole, the players arn't limiting themselves enough stuff is BS.

This is the comparison in a real life situation: We are pool sharks coming in on kiddy pool tables, and the kiddies are saying, to make it fair, you should call all your shots and only sink with bank shots.... That should make this game fun! And you know what, as a shark myself, The kiddy is absolutely right! And I do end up playing the game that way, to make it more challanging. But CMON, who wants to play pool with children when your a shark!!!

That's the real problem. We got a kiddy swimming pool and us sharks are screaming for DEEP WATER!!, SINK OR SWIM!! throw us in there and make it so ANY and ALL exploits do EFF all!! And now your playing in the big league's! And now Bethesda has a game people can't complain about being to hard or easy. When people find out they can set the bar high, compitition starts, those exploited builds would have potentially been really fricken sweet to play, as they maybe the only thing possible to even stand a chance on the hardest difficulty. Like Oblivion. The game took a kiddy corner direction just like Fable 2 threw armor out the window and said lets make this into a dress up game for girls and boys...

THATS the problem...
But, im sure not picking skills, and taking less options, makes for decent longevity, adds solid stratigy to gameplay and challange..... "face palm" (case closed)
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Britney Lopez
 
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Post » Tue May 22, 2012 10:02 pm

Hmmm interesting, I agree in areas and disagree, but maybe I wasn't understadning your last part about people are beating the game by maxing out? As in, level their char up fast, and exploit the strongest perks, and because they didn't limit themselves, it's a problem? As in they are the creator of the difficulty and they are making it easy on themselves? Was that your point?

First, I can't give a proper opinion about the difficulty bar working or not, as I didn't have the chance (or need) to test it yet.

When you talk about using exploits or exploiting skills, I don't know if you talk ironically replying to my post, or if it's the way you call it. In any case, I didn't mean that. I don't consider it "exploit", as it's commonly known, because it doesn't affect anyone else but the player. The only one that will find his gameplay ruined is the player itself.

About the perks and skill points thing you say (3 = 6, etc.), I didn't know about that, but it doesn't sound like a crazy idea to me. I mean, perks are like bonuses, so it's not that bad at all that you can't actually pick ALL of them (under a normal gameplay). For example, if I want a thief, I will try to invest as many perks as I can on sneaking, pickpocket and lockpicking... while fighting skills will get secondary. And as a warrior I may want to be able to barter/speech/merchandise like a complete expert... but that maybe would mean to sacrifice some perks on some fighting skills (based on what you said).

Just a question.. what happens if you don't train more skills, and you just focus on some primary choosen ones? Do you keep gaining levels? If not, I guess that you have a character with 100 points on the skills you set as primary, and some perks here and there, probably not being an expert in everything. In this case, is the character overpowered? Or does it get overpowered only if you now train additional skills with the purpose of gaining more perks for your primary skills?

I don't know, I'm talking just assuming things, as I still don't have the experience, but based on what you said, I understand that the perk idea is that you don't take them all, but just the ones you decide you want to focus on.

Have you played The Witcher 2? First I started picking "perks" on the 3 skill trees, then realized it was non-sense. First because of level cap, second because the game probably ends before you can fill a tree, or reach the level cap. Also, even at level cap, I think you can't max all the perks on the same tree. This means you can play the game being a witcher focused on signs, fight, or alchemy. Or a mix of the three but without an specialization.

If they didn't put a skill cap, and the game allowed to continue playing after the main quest, you would have a witcher able to specialize in the three trees, meaning an extremely powerful witcher.

Also, if you go expanding the tree trying to get to the last (more powerful) perk, you find that you leave lots of useful perks in the middle, and if you pick them at the start, you realize that those last perks don't get used until you finish the game, so it's also frustrating, because you want to play using those cool special moves, or signs, but you can't. In this case the game is challenging because the system itself sets the limits.

This being said, maybe here the idea would be similar... instead of gaining random skills you don't really want, just to have perks, just play the skills you choose for your char, choose perks as they get available, and.. that's all. You can choose if continue playing after main quest, just to have fun, or try to continue training the character, which would mean more skills, more perks and, of course, more power...
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Maeva
 
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Joined: Mon Mar 26, 2007 11:27 pm

Post » Wed May 23, 2012 1:41 am

The Witcher series
Dragon Age series
Mass Effect series
Deux Ex
Divinity II
Metro 2033
S.T.A.L.K.E.R.
Star Wars: Kotor 1 & 2
Heavy Rain

inb4 not RPG enough/not large enough choices.

Story is the least intensive part of making a game, they also don't have a bunch of cinematics they have to worry about going with everything either like most of these games include.

I think you are full of poo and do not understand the question or the idea of one dimensional story telling.
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claire ley
 
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Post » Wed May 23, 2012 8:21 am

When you talk about using exploits or exploiting skills, I don't know if you talk ironically replying to my post, or if it's the way you call it. In any case, I didn't mean that. I don't consider it "exploit", as it's commonly known, because it doesn't affect anyone else but the player. The only one that will find his gameplay ruined is the player itself.

It's only commonly know if one surfs these forums.

In many ways, it's basically easy to take the most challenging content and, if you'll pardon the phrase, 'ROFLSTOMP' it by simply doing what is logical for the character.

Spoiler
http://www.youtube.com/watch?v=4v1X5F0d58I

That is a deus ex video which rather sums up the experience: that boss was one of the hardest in the game, and look what happened when someone found something by mistake.
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KiiSsez jdgaf Benzler
 
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Post » Wed May 23, 2012 9:33 am

But the argument that Bethseda should have learnt and fix these things, ignores the fact that this is entirely normal for a TES game.. you might even say its a tradition. You can follow the game and have a good time, the things that overpower you are usually staring you in the face. The option was always there to say, stuff this, I'm going for God Mode. It was always there, and any TES player knew it was.

Of course thats not the only issue, and its down to personal preference, and like it or not, this is not a problem the majority of players are facing, and the definition of normal play in a game like this, is not "How do I BEAT the game". I think its awesome that you like a challenge, its the main reason a lot of us game. This just isn't the game for it, and it never was. So I will defend, some obvious disparities because it gives the game a lot of character. So what if my Mage isn't powerful at level 50 after 100 hours of playing, it adds a dimension to the character.

TES games work excellently with multiple playthroughs trying different aspects. Making god characters to beat the game was never on the agenda, and I don't expect it to be, a lifelike world is not balanced, ours certainly isn't, and I don't expect a fantasy world to be either, so I'll defend its right to be unbalanced, and weep tears of joy that I am having so much damn fun.. because if you FIXED it the way some want it fixed, it would be soulless.

And this is what balances the game for what it was designed for. Certain aspects can be used to unbalance the game, however its the player who has the ultimate decision to partake in those aspects that balance it from a game design perspective. From a technical perspective some things are unbalanced however from a game design perspective along with the core values the developers are targeting the game balance is perfect. However, some people need or want that power of decision to be taken away from them, which to many would unbalance the game play and make it less enjoyable.

Technically, maybe it is unbalanced but as far as balancing the fun and enjoyment with the technical parts of the game, its first class. When you decide to change the core gaming principals away from what the game was designed for, much less the people it was designed for you are going to run into much more dramatic back lash from the consumer than what you have from the current minority.
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Brιonα Renae
 
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