Bethesda, why must we rebalance your game for you? (part3)

Post » Fri Jun 08, 2012 6:59 pm

Part 1: http://forums.bethso...r-game-for-you/
Part 2: http://www.gamesas.com/index.php?/topic/1289512-bethesda-why-must-we-rebalance-your-game-for-you-part2/
TD;LR: Why do I have to choose how to build my character in function of how hard I want the game to be instead of how I want to play?

Crafting is out of control: If i want to make a warrior and still have a challenge, I can't use all three crafting professions (and even 2 is iffy). The synergies between them are so powerfull that they make the very idea of min/maxing as a type of gameplay completely absurd. You cannot take the best character developpement decisions, the ones you know you need to be the best at what you are doing, without turning the game into Hello-Kittie-Adventure as far as difficulty goes.

Destruction is a flippin' joke: The tree does not scale! That means that, unlike every single other combat ability in the game, there is a point after which you will -never- hit harder, while everything keeps scaling up. What that means is that we have a situation where a destruction mage, at a certain level, will actually do more damage with -unperked- bows then with -fully perked- destruction spells. Now it wouldn't be a that big a deal if that level was very late, but that level is 35. On a game with 81 levels in total, you will always hit as hard as a level 35 mage.

What that means is that mages are forced to turn themselves into summoners by taking up conjuration, effectively completely changing the gameplay and restricting their possible options. And guess what: Even that doesn't scale!

Illusion trivalizes the game: Here is a skill I am quite happy to see finally shine... except they overdid it! It trivializes all form of content, same as crafting synergies. The problem is that there is no element of damage nor resistance involved. What that means is that once you have the master spells and the appropriate perks, you can just invis in, frenzy, invis out and grab a popcorn. Then just calm + shoot the last man standing. Nothing can resist it, nothing can counter it, nothing can mitigate it. With destruction spells you need to kite, with arrows you sneak, with weapons you need to stagger them first if they have a shield or are blocking, etc. Illusion is an "IWIN" button; the only strat is "press it".

There is no incentive to ever wear robes: Even as a mage, there is absolutely no reason whatsoever to wear more then a single piece of robes, because you gain absolutely nothing from wearing them over a light armor piece with the same enchant. If I have a cloth glove with -20% cost to Destruction spells, and a light armor with -20% cost to Destruction spells, then there will never be a question that the Light armor piece will be superior. Sure there is the Alteration perk, but again, the mage issue: it stops scaling really fast, and then falls behind. Hell, all the masks (best mage helmets) in the game are Light Armor!

As it stands the only Cloth piece worth wearing over anything else is the Robes from the College quest line, because you cannot reproduce its stats through other means.

Some perks are made pointless by the very game they are in: I am looking specifically at Lockpicking and Speech-crafting here. The issue is that one is made redundant by the ability one has to open any lock he see's from level one, while the other serves as nothing more then a source of income since its gameplay value is rendered moot by the option of bribing everyone as an alternative to persuade/intimidate options. I would understand if one was to tell me they are there for roleplaying reasons, but the fact is that Speechcrafting has nothing to do with roleplaying since the quests offers little to no option in terms of alternative developpement. You cant talk people into doing stuff, you cant talk your way out of situations. The RP value of it is greatly diminished by the game's lack of real "choices" when questing.

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I keep reading on this forum about how the game is supposed to be about Choice...

Then why is it that every time someone brings up any of these points they are told to just not use them? So far, if I had listened to these boards, I would say that I cannot use: Enchanting, Smithing, Alchemy, Illusion, Destruction, Sneak and Dual Wield. Those are just the ones that I have personally read here.

Doesn't that actually restrict my choices considerably?!?

Yes, you should be able to become God if you want to, but you should also be able to have a good level of challenge as well if you want to. You should not have to restrict your own options to keep the game interesting, if anything, that is sort of killing it for me (as in, my opinion, I know its not everyone's).

Isnt there already a difficulty bar setting?!?

What is the point of there being a difficulty setting if the acutal in-game difficulty is dictated by wether you chose the OP or the UP build? You want the game to be very easy? Shouldn't you obtain that by putting the setting on "very easy" ("Novice")? You want the game to be very hard? Shouldn't you obtain that by putting the setting on "very hard" ("Master")?

Yes, there will be mods. Tons and tons of mods. I play on Xbox. I will never get to use a single one of them, yet I paid the same price for my game.

P.S. sorry for the typing/grammar/spelling mistakes, english is not my first language.

For the sake of the game's integrity, if you choose a certain difficulty, then the game should strive to maintain that difficulty as much as possible regardless of how you build your character. It's common sense. If you want to feel overpowered, you can always opt for the novice difficulty. But those that enjoy balanced gameplay have no recourse because even on master many builds can one-shot monsters.

So the choice (for warriors) appears to be:
1. Level naturally and create an overpowered monster.
2. Research how not to play, and build a balanced character.
3. Don't level at all and force challenge.

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EDIT: It was pointed out to me that I had not explicitely expressed any suggestions or ideas as to how to fix the issues I am describing. That person was quite right, so I decided to do just that. Keep in mind those are just my own personnal opinion, and therefore I can only offer my own experience and reasoning as a justification. Not everyone will agree, and I accept that. Thats why forums are there to discuss those things. :

1) Crafting: Crafting needs to be brought in line. There is no other cross-tree synergy in the game, so the fact that those 3 trees do share them makes them inherently more powerfull then anything else in the game. Remove them, or at least put a cap on it. But lets say we ignore the exploit issue and leave it as is for the sake of people enjoying it, we still need to tune down the regular crafting's potency because they simply bring too much. There are two ways of doing that:

- You can reduce the power of the resulting items/enchants
- You can make it harder to obtain the best items

I personally would advocate a mix of both. Reduce enchant's potency for 1h/2h % damage chants, while making it harder to obtain maximum level smithing by making the experience gain corellate to the item's material worth, for exemple, or by making the materials for the best items rather rare and/or hard to find.

2) Destruction: Make destruction spells do a bit more damage for every level in the Destruction skill, and introduce the magic skills' equivalents of + % damage enchants through the Enchanting tree.

3) Illusion: introduce Resists to the game, so that it remains a challenge. If you pop frenzy, but say 1 mob or 2 still stick to you because they resist it, then you have to start reacting by kiting, using various spell effects, etc. Those resists can be adjusted with the difficulty level selected by the slider, preserving the god-mode feeling as an available option.


4) Robes: Let there be an advantage to using robes. If Alteration actually scaled, that would not be such a problem because then you would get good amounts of mitigation at high levels through Mage Armor. Another way would be to make wearing full robes give you an inherant or casted bonus (perhaps through deep alteration perk?), like a big magika regen bonus or a -% cost to all spell bonus, something that will be noti?able enough that one could actually consider Alteration as the robe wearer's "Armor skill".

5) For Speechcrafting, I would implement actual options through the game that one could use actively to complete the game's various objectives. That would include giving Speechcrafting perkers options to complete quests differently, talking themselves out of fights with ennemies like bandits, manipulating/tricking people into helping you, or to achieve your own selfish goals. I do not think that damage and big bangs are the only important things: quite the contrary, I would kill to see speechcraft become a valid way of completing the game without always resorting to violence, as it currently is the case.

As for Lockpicking, its a bit more complicated because you have to consider that you cannot put a limit on the level of the locks themselves (ex: requires 67 Lockpicking to open, or requires Expert Lockpicking perk to open) without limiting the sandbox experience (altho it would be the perfect solution in another setting). In all realism, the only way I see to make the tree more impacting on the gameplay, without just merging it with another like sneak, would be to make unlocking something dangerous. If it did not "pause" the game, or if there were various traps on locks, then one could quickly see the value of a tree that would offer perks countering those dangers (slows time by 75% 3/3 while LPing, -% chance to spring traps, can disactivate traps, etc).
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meghan lock
 
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Post » Fri Jun 08, 2012 9:37 pm

You guys crack me up.
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My blood
 
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Post » Sat Jun 09, 2012 4:09 am

I personally think that OP is going overboard.
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AnDres MeZa
 
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Post » Sat Jun 09, 2012 3:51 am

What do you mean it's not balanced? Lol I think it is :)
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Amy Smith
 
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Post » Fri Jun 08, 2012 5:49 pm

I certainly admire your persistence. Does anyone from Bethesda actually read these boards though?
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Cody Banks
 
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Post » Fri Jun 08, 2012 11:56 pm

You know you could stop being butthurt and go play Morrowind if all you're going to do is [censored] about Skyrim. :disguise:
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Brooke Turner
 
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Post » Sat Jun 09, 2012 2:44 am

They don't. man, its over 30,000 topics.

like those co-workers sending u "Help!" emails, thinking ur gonna solve something they cannot by themselves, when u get other 5,000 emails flooding ur box. do that and u dont work.
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Meghan Terry
 
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Post » Sat Jun 09, 2012 4:32 am

Bethesda does it because it can, No other company does open sandbox fantasy game first person without being MMO.

So take it, prey for modding or leave it.

It s not a good scenario i know.
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sam westover
 
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Post » Fri Jun 08, 2012 10:51 pm

I certainly admire your persistence. Does anyone from Bethesda actually read these boards though?
Reposting a topic that has been over the post limit to keep the conversation going takes a grand total of 5 minutes of my time heh, and it is either that or stare at my phone while it isn't ringing (at work). I would hardly call that "persistence".
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Ludivine Dupuy
 
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Post » Sat Jun 09, 2012 3:13 am

I'm beginning to think the people who are complaining the most are new to TES. For those of us who have been with the series awhile (me since Morrowind) Skyrim is a dream come true. If you were coming over from Dark Souls, WoW, or some other game maybe Skyrim would be frustrating. Thoughts?
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Pat RiMsey
 
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Post » Fri Jun 08, 2012 3:54 pm

OP has a screw loose somewhere. Talk about a crusade! :D
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bonita mathews
 
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Post » Fri Jun 08, 2012 11:25 pm

Hey Stonedsoul, you're really persistent :)

Don't you want to add in your first post something about the many many perks that are never used by anyone, such as lockpick, speech, etc?

I really would like to have more options to make my decisions perk-wise harder.
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Solène We
 
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Post » Sat Jun 09, 2012 4:46 am

I'm beginning to think the people who are complaining the most are new to TES. For those of us who have been with the series awhile (me since Morrowind) Skyrim is a dream come true. If you were coming over from Dark Souls, WoW, or some other game maybe Skyrim would be frustrating. Thoughts?


What are you talking about? People coming from pseudo-games like WoW would get their minds blown by an actual, real game like Skyrim!

Me? I've played Oblivion and the Shivering Isles, Fallout 3, and Fallout: New Vegas. Which is why Skyrim feels "meh" to me: it's really like a been there, done that.
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Vicki Gunn
 
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Post » Fri Jun 08, 2012 8:08 pm

I'm beginning to think the people who are complaining the most are new to TES. For those of us who have been with the series awhile (me since Morrowind) Skyrim is a dream come true. If you were coming over from Dark Souls, WoW, or some other game maybe Skyrim would be frustrating. Thoughts?
I have played Morrowind extensively but not Oblivion if you must know (I just know of it from a friend being addicted to modding). The idea tho is that I would expect them to improve, not to stay the same, and certainly not to regress. Personally, I feel that Skyrim is easyer to overpower and is less balanced then the previous installments, and I fail to see the justification in saying "but it was also broken before!".

I have played both RPGs and MMORPGs since I was old enough to hold a gameboy. 20 years later, I bought Skyrim thinking what a great open free-choice fantasy RPG that would be... and yes, felt let down. The world is great, the graphics are amazing, but it is the first time I literally have to research how "not" to play in a video game. Especially in one where the selling point was supposed to be "be what you want". Right now, its "be what lets you play at the difficulty you want".
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Andrea P
 
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Post » Fri Jun 08, 2012 6:47 pm

I'm beginning to think the people who are complaining the most are new to TES. For those of us who have been with the series awhile (me since Morrowind) Skyrim is a dream come true. If you were coming over from Dark Souls, WoW, or some other game maybe Skyrim would be frustrating. Thoughts?

Im guessing so, Morrowind was "broken" by the defenition put here. With potions and werewolf and a few other things (levitate) you were LITTERALLY untouchable. And Oblivion you had 130% Chameleon. Supposedly these are both "game breaking." Neither impacted my ability to enjoy those games over and over and over and over.
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katsomaya Sanchez
 
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Post » Sat Jun 09, 2012 12:14 am

Hey Stonedsoul, you're really persistent :)

Don't you want to add in your first post something about the many many perks that are never used by anyone, such as lockpick, speech, etc?

I really would like to have more options to make my decisions perk-wise harder.
There, just for ya ;)
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Gwen
 
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Post » Fri Jun 08, 2012 11:41 pm

I have played Morrowind extensively but not Oblivion if you must know (I just know of it from a friend being addicted to modding). The idea tho is that I would expect them to improve, not to stay the same, and certainly not to regress. Personally, I feel that Skyrim is easyer to overpower and is less balanced then the previous installments, and I fail to see the justification in saying "but it was also broken before!".

I have played both RPGs and MMORPGs since I was old enough to hold a gameboy. 20 years later, I bought Skyrim thinking what a great open free-choice fantasy RPG that would be... and yes, felt let down. The world is great, the graphics are amazing, but it is the first time I literally have to research how "not" to play in a video game. Especially in one where the selling point was supposed to be "be what you want". Right now, its "be what lets you play at the difficulty you want".
I'm sorry I just don't get it. I suppose you -could- abuse the system and overpower your character (smithing etc) but isn't that your choice to play the game that way? I used the same upgraded Imperial sword until level 19 because I didn't find anything better and only upgraded cuz I got a Skyforge sword which I then upgraded and enchanted. Despite that I'm still getting destroyed unless I play smart. I feel like even if you OP your character the game will balance it out somehow (Daedric armor doesn't appear until much later in the game, for instance). I don't want to be critical but it sounds like there's just been a lot of meta-game thinking on how to god-mode and then complaining that you can god-mode. I'm really trying here guys but that's how it sounds to me. We're having radically different experiences in our games and it must be the way we're playing.
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Jay Baby
 
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Post » Fri Jun 08, 2012 6:21 pm

Im guessing so, Morrowind was "broken" by the defenition put here. With potions and werewolf and a few other things (levitate) you were LITTERALLY untouchable. And Oblivion you had 130% Chameleon. Supposedly these are both "game breaking." Neither impacted my ability to enjoy those games over and over and over and over.

But not everybody is immune to such impact.

I'm not sure why so many people are bashing on the OP; I for one agree with him. I still enjoy Skyrim and think it's a fantastic game, but I get annoyed when I have to break immersion by forcing myself not to use certain things just to retain a challenge, and I get concerned when I hear about leveling problems in higher levels that my character hasn't gotten to yet (and so I start wondering if and when I need to mod)
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Nana Samboy
 
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Post » Sat Jun 09, 2012 3:41 am

It's a single player game; balance is a secondary concern to the developers. If you want to overpower your own game with potion stacking, 100% chameleon, or enchanting/alchemy/smithing loops, go ahead; this isn't PvP, and you're not ruining anyone else's fun by doing so. It takes time and energy to balance each and every power kink out of a game, time that could be spent adding content or improving quests. Bethesda chose the latter route, and that decision serves the vast majority of their player base better.

Elder Scrolls games (and most other single player games, for that matter) have never been perfectly balanced, and they don't need to be. The joy of a single player game is that you're not competing with anyone else, so you can do the fun thing rather than the powerful thing and not be punished for it. For example, I'm currently playing a mage wearing robes and firing Destruction spells because I like blowing stuff up. Who cares if that's not optimal? I can get through quests and kill relevant enemies, that's what matters. If you feel as if you always have to go after the unambiguously "best" route regardless of the fun you're having, you may want to look into other games where balance is a priority, like MMORPGs or RTS games. Elder Scrolls is not such a game.
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mike
 
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Post » Sat Jun 09, 2012 1:40 am

I'm sorry I just don't get it. I suppose you -could- abuse the system and overpower your character (smithing etc) but isn't that your choice to play the game that way? I used the same upgraded Imperial sword until level 19 because I didn't find anything better and only upgraded cuz I got a Skyforge sword which I then upgraded and enchanted. Despite that I'm still getting destroyed unless I play smart. I feel like even if you OP your character the game will balance it out somehow (Daedric armor doesn't appear until much later in the game, for instance). I don't want to be critical but it sounds like there's just been a lot of meta-game thinking on how to god-mode and then complaining that you can god-mode. I'm really trying here guys but that's how it sounds to me. We're having radically different experiences in our games and it must be the way we're playing.
Here is my problem with your post:

You call picking up smithing "abusing the system". Even if you were talking about picking up both that and Enchanting, it still is not abusing the system. Its using game mecanics as they were designed to be used. Your entire argument then becomes "Dont pick up crafting skills. If you restrict the number of options available to you, you can have fun being what you want!", which is a total oxymoron. The unbalanced state of the game basically means that you have a lot less option then what the game itself actually presents to you.

While the opposite cannot be said. In a balanced game, you still have access to a god mode through a working difficulty slider.

Also keep in mind that currently the only way to viably play a destruction mages is to do pick up enchanting and "abuse" the -100% magika cost enchants. Even then, you still get weaker and weaker as you level up passed 35.

You would have a point if to be overpowered you needed to actually exploit the crafting loops, but all you have to do is pick up the skill and use it.
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Kill Bill
 
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Post » Sat Jun 09, 2012 4:31 am

Don't forget Daggerfall, you could break it in character creation. I'm not reposting my essays, because quite simply its clearly an issue of expectations and personal needs from the game.

I still think that there could be something to the idea that some players naturally gravitate to the heros journey/hero of a thousand faces monomyth as the standard fantasy storytelling technique, others don't by skipping key aspects of the monomyth or ignoring the need for character growth (personality not stats) which I suspect takes a lot away from the game which may explain the difficulties and disatisfaction felt by those trying to beat the game to challenge themselves, and I have argued that this is not the purpose of this particular game.

The advantage to the multiple threads, is that StonedSoul does argue his point well, and I would still disagree with him/her, but several posters have at least come closest to an intelligent discussion on the matter. Just a lot of chaff from both sides of the argument.
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Natalie J Webster
 
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Post » Fri Jun 08, 2012 9:11 pm

:shakehead:

To each his own~
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Kelsey Anna Farley
 
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Post » Sat Jun 09, 2012 3:12 am

I'm beginning to think the people who are complaining the most are new to TES. For those of us who have been with the series awhile (me since Morrowind) Skyrim is a dream come true. If you were coming over from Dark Souls, WoW, or some other game maybe Skyrim would be frustrating. Thoughts?

That wouldn't be the case with me. I've played TES since Morrowind (and I loved it), and never have played WoW or Dark Souls.
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Sakura Haruno
 
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Post » Fri Jun 08, 2012 6:44 pm

Some things need to change, Im not using enchanting or alchemy and I absolutely destroy everything I come across with my exquisite ebony bow. The game seemed wonderfully from level 1-10, then gradually got easier to where the challenge is gone. Level 31, playing on master from 1-31, think Ill start a new character and hang around the level 10-15 range, sad.

I dont craft gear either, all my gear is superior nightingale I picked up at level 20 and my bow. 2 perk points in smithing.
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Devils Cheek
 
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Post » Fri Jun 08, 2012 6:50 pm

speak for ur self, i payed for this game and its perfectly fine as is, except for the few bugs.
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Janette Segura
 
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