Bethesda, why must we rebalance your game for you?

Post » Tue May 22, 2012 12:21 am

Agreed.
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Naazhe Perezz
 
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Post » Mon May 21, 2012 5:01 pm

You know I think a good solution for future installments of the game assuming ofc that they decide to stick to enemy level scaling is to have the game anolyze what skills you are leveling and putting perks into, and after anolyzing that give proper response to it in a form of a counter (preferably this would be done softly on normal and harsher and harsher as the difficulty is raised)
Say you level smithing because you're role-playing as a artisan who crossed the border, now some may call it power leveling but say the player raises the skill to 40-50 right off the bat, the game takes this into account and raises the armor value of the NPCs that wear armor and the ones that don't have more health.
Now say that someone focuses on destruction, the game takes this into account and raises the default elemental resistance to slightly higher levels.

Now this would be hard to balance out and make correct but I think it's the best solution in my opinion .

I don't think all that is necessary. It's much easier than that in fact. You can simply build a mechanic to deny people to become too powerful too early. Being able to max smithing by just crafting daggers, and then being able to leave town full ebony geared when merchants are still selling orcish gear is clearly not a clever way to motivate characters to develop.
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brenden casey
 
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Post » Mon May 21, 2012 10:13 pm

Q.Q more about balance plz.
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Oyuki Manson Lavey
 
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Post » Tue May 22, 2012 2:50 am

Master spells?
You mean the ones with the 3+ second cast time that you can't get off in combat without abusing the AI or having a meat shield that will get hit by the spell when it goes off?.
The one that does a blazing 100 (150 perked) damage in an AoE for 1200 Magicka?

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.
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Katy Hogben
 
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Post » Mon May 21, 2012 7:55 pm

How is he choosing to unbalance his character? You don't know that it is going to cause issues until you've already done it. Ignoring enchanting and everything else he's stated you can still unbalance the difficulty purely by levelling up in a natural way. This is entirely down to the devs who should be balancing the game. Hell, EVERYTHING in the game should be way more balanced than it is. They haven't even bothered trying with most things. Some simple math would've told them that certain areas are glaringly unbalanced. So either they haven't bothered to check the formulas or they've ignore the numbers because modders will fix it. Well that is just damn lazy either way and especially taking into account that people like myself have paid 60 pounds for the game on xbox so these mods will never help me.

How bout you apply your rule to other games? Fifa 12 is easy if I use lofted through balls. Well I could choose to not use them but they are completely legitimate option in a game of football and I shouldn't have to curb my play style because the AI is easily exploited.

There is a big difference between modding the console to hype up a character and playing normally. People should be able to play naturally without having to work out if what they're doing will ruin the balance of the game. The devs should've dealt with that

You are not going to fix balance issue created by players looking to exploit the game. You will not fix the extreme balance issues from someone leveling crafting all the way to 100 by level 15.
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Mike Plumley
 
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Post » Mon May 21, 2012 8:45 pm

You are not going to fix balance issue created by players looking to exploit the game. You will not fix the extreme balance issues from someone leveling crafting all the way to 100 by level 15.

Just fix balance issues which occur for players who just are trying to play normally. You cant stop someone who really wants to exploit the system

:D
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noa zarfati
 
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Post » Tue May 22, 2012 4:40 am

This is not the point. The point is that when there are so many easy ways to exploit the game, the fun of discovering new ways to improve your character goes away quickly. And for some of us, improving our toons is one of the most important things in an RPG. While you can have fun exploring the world and discovering new towns, we have fun building particular strongest strategies to defeat the enemies. We can't discuss this because it comes down to play style. But the fact is that having imbalances issues and so many known ways to exploit the system is almost like spoiling the whole main quests to a player who enjoy exploration. The game simply becomes less charming.


Should play a different game then. Asking a game to be something it is not, is [censored]. If you care more about overpowering your character, go play WoW. TES is not a game condusive to that. Getting them to change the core ideals behind the game, that's been progressively successful in the market place is [censored].
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CHANONE
 
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Post » Mon May 21, 2012 3:20 pm

You know I think a good solution for future installments of the game assuming ofc that they decide to stick to enemy level scaling is to have the game anolyze what skills you are leveling and putting perks into, and after anolyzing that give proper response to it in a form of a counter (preferably this would be done softly on normal and harsher and harsher as the difficulty is raised)
Say you level smithing because you're role-playing as a artisan who crossed the border, now some may call it power leveling but say the player raises the skill to 40-50 right off the bat, the game takes this into account and raises the armor value of the NPCs that wear armor and the ones that don't have more health.
Now say that someone focuses on destruction, the game takes this into account and raises the default elemental resistance to slightly higher levels.

Now this would be hard to balance out and make correct but I think it's the best solution in my opinion .

Not really, we just need a higher difficulity then master.

The difficulty in itself IS balanced when it comes to damage. Thats not the problem.
Enemies do GOOD and solid damage from Expert onward.
But their health must be increased by alot.

I would like a master setting where enemies have doubled, and one with tripled hitpoints.
The damage in Master is extreme sometimes as you can be one shotted regardless of your health.
While at times enemies cant dent you.

I hope in the DLC they make content for the ones of us that want a challenge, AND include an easy mode for those that want it easy.
I want it to be hard on normal, and I want expert and master to have me crack my pants.
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Ross Thomas
 
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Post » Mon May 21, 2012 8:07 pm

The difficulty slider should be there to adjust the difficulty of the game, not to adjust the playability of the game after your skill choices determined the difficulty.

When someone says "Well, on master difficulty you should have to use smithing and enchanting" that's just stupid. Crafting take the same kind of investment of perk points as other skills, so why should they be worth way more in terms of how easy the game becomes?


Also the health of enemies should not be increased to accomodate the brokenness of enchanting, the crafting skills should be adjusted to meet the health of the enemies, since there is no way to keep magic and weapons in any way balanced as long as weapons can do an order of magnitude more damage.
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Ash
 
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Post » Tue May 22, 2012 12:36 am

Not really, we just need a higher difficulity then master.

The difficulty in itself IS balanced when it comes to damage. Thats not the problem.
Enemies do GOOD and solid damage from Expert onward.
But their health must be increased by alot.

I would like a master setting where enemies have doubled, and one with tripled hitpoints.
The damage in Master is extreme sometimes as you can be one shotted regardless of your health.
While at times enemies cant dent you.

I hope in the DLC they make content for the ones of us that want a challenge, AND include an easy mode for those that want it easy.
I want it to be hard on normal, and I want expert and master to have me crack my pants.

Guess what? So many of you [censored]ed about level scaling that they removed it, and now it's not going to be a constant challenge. That's the whiners fault.
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Philip Lyon
 
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Post » Tue May 22, 2012 3:55 am

After my reach 100 skill in a few crafts a box should pop up asking you if you want to increase the difficulty level of the game

Easy solution Bethesda

:D
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MISS KEEP UR
 
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Post » Tue May 22, 2012 1:16 am

Derp -way over post limit.
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Sheila Esmailka
 
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