Level 1 die from one-hit-kill. Level 50 - same thing

Post » Fri Jun 22, 2012 2:48 am

Draugr Deathlord archers definitely do use Unrelenting Force 3. I've had it happen a lot, most notably in Sarthaal. Pain in the ass that place is for anyone over level 30.


The leveling system of Skyrim's enemies is actually functionally identical to Morrowind. The difference is, there's enemy subclasses now. So instead of a tomb full of bonelords at level 7, and now Greater Bonewalkers at 12, Skyrim goes Draugr -> Draugr Wights -> Scourges.

I'm a big advocate of Skyrim's enemy scaling. It's not perfect, but it's a vast improvement (Or at least an example of going back to what worked) over their last Elder Scrolls game.
It is an improvement when it is not there. Anyone here experienced either that the game is becoming too easy after level 26(efficient levelers), or fluctuations in difficulty through level 25-50(non-efficient levelers). That part is all level scaling's work. The game provides static places only up to level 26. And we thought there would be level 30-40 dungeons. This is still as bad.
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Fri Jun 22, 2012 3:31 am

This is, I feel, the best way to handle difficulty and balance:

Most of the enemies have set levels of various intervals around the world, i.e. Wolves will only range from levels 1 - 5 say, but level 5 Wolves will be found in deeper parts of the forest while level 1 Wolves are found closer to towns.

Some enemies have a single set level no matter where you find them, i.e. it doesn't matter if you find a Spriggen in a swamp or in a forest hill, it will still be level 30.

Some enemies, and in this case the fewest, will always scale to the player at a set variance, i.e. Dragons will always be 3 levels higher than you, Dragon Priests will always be 5 levels higher than you, etc.

Along with that the world needs to be far more dangerous based on the difficulty, not only the difficulty of the game but also of the enemies you will be facing in a said area. For example, traps need to be far, far better hidden, much deadlier and come in far more variety. I never, ever feared the poison dart trap, not even at level 1. Why are there no null magic areas when creeping through a Dragon Priest lair? I don't think I've ever encountered a spike pit that I could actually plummet in to if I missed my jump.

I believe the difficulty needs to be set in three different ways rather than just the single slider; Enemies, which would scale their damage/armor, Intelligence, which would scale the AI and Environment, which would make the world a deadlier place.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Fri Jun 22, 2012 12:16 am

It is an improvement when it is not there. Anyone here experienced either that the game is becoming too easy after level 26(efficient levelers), or fluctuations in difficulty through level 25-50(non-efficient levelers). That part is all level scaling's work. The game provides static places only up to level 26. And we thought there would be level 30-40 dungeons. This is still as bad.

I'll concede that there should have been higher dungeons in the game at the start. An argument could be made that there is actually level 50 static(ish) dungeons in the game. For example, Volkygge (I think) Has a level 50 Dragon Archpriest, and a Draugr Death Overlord in it no matter what level I've entered (as low as level 9). That's the exception, rather than the rule though.

I do think scaling has a place in these games though. The actual Skyrim outdoor cells for example, would be horribly boring with zero scaling. Dungeons should be static at least on the first clear, after that they can refill procedurally.
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Fri Jun 22, 2012 7:50 am



Let's look at it this way:

Where is the challenge if only the Player gets stronger?

Rpgs were never meant to offer a real challenge: the challenge is usually to level up your character in order to be much stronger than your enemies, which takes time. Its a balance of reward and patience. Morrowind made you very powerful after getting to around level 20-30. When an expansion is added theres usually reason now to have more powerful enemies. I think the people that crave a reflex-like challenge and consider lack of it a major problem are the people that will eventually cause the downfall of the series. Bethesda will slowly turn ES into a brainless, reflex player skill action game
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Fri Jun 22, 2012 11:49 am

Rpgs were never meant to offer a real challenge

Uh... what RPGs have you been playing?
User avatar
Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Fri Jun 22, 2012 4:25 am

the game is balanced for adept, master isn't balanced for the player. That said i've never been one shotted by anything on adept, i've come damn close by not paying attention to the super-mancers that spawn. But just about everything else i can slay in about three hits with my level 50 warrior
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Fri Jun 22, 2012 3:59 am

Let's look at it this way:

Where is the challenge if only the Player gets stronger?
That is a poor argument when other games do challenge without level scaling way better than Skyrim does with level scaling.
In fact it doesn't really feel challenging so much as it does cheap and annoying to be frank.

Example: I'm fighting this Falmer in Liars Retreat as it was the easiest spot to collect blood from. And while most Falmer put up the regular annoying challenge that only comes in their numbers the last one with the bow proved way more powered up. No problem I would be thinking had I not known Skyrim's loot scaling system all too well. When he dies I'm getting me epic loots or at least a bow that doesn't svck probably sell it for a pretty septim. Anyway I chip through his health and eventually after countless tries kill his sorry [censored]. Loot the body and quite litterally it was statistically impossible for him to do that much damage with the bow he had equipped even with all the skills maxed out and with the best arrows. I did the math can't remember it now but basically while one should would put me near death as I had not invested a terrible amount into health so I was no tank that he could only kill me in 2 shots only coming close to taking out my health but not quite there.

Now that isn't whining, that is some messed up stuff I encountered because of the level scaling nonsense where as if it was a traditional game with traditional levels then I would just have to shrug and say well can't visit here yet need X amount more levels or I need to focus more on Stealth or perhaps level my archery up more to counter his with stealth shots. Your basic RPG player strategizing which I find is completely missing from Skyrim because the enemies are ether too powerful or weak. Often creating odd difficulty spikes in between.

Aside from the fact I am completely against level scaling in an RPG like Skyrim I would say that the system needs some tweaking.
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Thu Jun 21, 2012 10:32 pm

I've been shot by a Deathlord Archer on Master with only around 300 Armor and it only did around 240 damage.

Briarheats aren't really "One Shotting" you. They're doing a triple power attack. That's three attacks.

Also, I'm pretty sure Briarhearts and Deathlord Archers that can Unrelenting Force 3 are Boss enemies.
Draugr Deathlord (can Draugr Death Overlords also be archers?) with Ebony bow/ebony arrows should break 200 at armor cap, so 300 armor you're in one shot territory, unless you're absurdly stacking health. (meaning pure health at level 60+, with health enchants on top) They can come in pairs, and each can do a full Fus-Ro-Dah. (thankfully never seen both archers, but 1 archer-1 melee is scary, as the melee still hurts and is more likely to Fus-Ro-Dah you) I think "Draugr Deathlord" is simply a leveled Draugr, "Draugr Death Overlord" may be only boss level.

At level 40+ on master, at 360 health forsaken encampments can certainly wreck you, even at armor cap. I'm happy with this actually, if you try to take them on 1-2 at a time gradually you should be fine. Leveled briarhearts and ravagers dual wielding hit hard, and can attack simultaneously. Forsaken encampments occasionally have leveled archers (I think usually ravagers, and the bow/arrow combos aren't Draugr scary, but still) and can push 50+ health per arrow shot, at armor cap. Those arrows can come often, and with the briarhearts and ravagers charging you, that can be scary. Again, happy with this.

"Legendary" doesn't mean a lot on armor. Armor cap (80% physical damage reduction) is 567, magic resistance cap is 85%. If you're a lot lower than this on either, at only 360 health you can die fairly quickly to certain enemies (the main random ones have been mentioned), even if you're paying attention. Its been well documented the kill-cam shots ignore block (I guess 1.5 could have fixed it, haven't heard) and there's been rumors on it ignoring armor. When facing enemies who like to do single, big powerattacks (leveled melee Draugrs) be careful not to go toe-to-toe with them at 40% health when you seem to take 15-20% on a hit, there may be a glitch there.
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Fri Jun 22, 2012 1:10 am

That is a poor argument when other games do challenge without level scaling way better than Skyrim does with level scaling.
In fact it doesn't really feel challenging so much as it does cheap and annoying to be frank.

Example: I'm fighting this Falmer in Liars Retreat as it was the easiest spot to collect blood from. And while most Falmer put up the regular annoying challenge that only comes in their numbers the last one with the bow proved way more powered up. No problem I would be thinking had I not known Skyrim's loot scaling system all too well. When he dies I'm getting me epic loots or at least a bow that doesn't svck probably sell it for a pretty septim. Anyway I chip through his health and eventually after countless tries kill his sorry [censored]. Loot the body and quite litterally it was statistically impossible for him to do that much damage with the bow he had equipped even with all the skills maxed out and with the best arrows. I did the math can't remember it now but basically while one should would put me near death as I had not invested a terrible amount into health so I was no tank that he could only kill me in 2 shots only coming close to taking out my health but not quite there.

Now that isn't whining, that is some messed up stuff I encountered because of the level scaling nonsense where as if it was a traditional game with traditional levels then I would just have to shrug and say well can't visit here yet need X amount more levels or I need to focus more on Stealth or perhaps level my archery up more to counter his with stealth shots. Your basic RPG player strategizing which I find is completely missing from Skyrim because the enemies are ether too powerful or weak. Often creating odd difficulty spikes in between.

Aside from the fact I am completely against level scaling in an RPG like Skyrim I would say that the system needs some tweaking.

lol!

i don't know how many times when i first started playing skyrim that i looted a body and said, wth, there's no way they could have been damaging me like that.

and, we know it's not like they were using any other skills, perks or powers.
User avatar
Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Fri Jun 22, 2012 5:06 am

I like it. I wander around all level 56 badass Dark Elf just murdering everything that is not an Ancient Dragon, and killing them reliably too, and I wander into some cave and some uber vampire just offs me. I am so pleased. She eats the Dremora Sanguine lets me use and kills me again. I get all serious and kill her ass and her master down the hall too, but wow, I was so pleased, first thing that killed me in ages.
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Fri Jun 22, 2012 6:20 am



Uh... what RPGs have you been playing?

Morrowind, the game that your avatar stars in, fallout, Numerous other rpgs that offer little to no challenge in later stages when your characters are leveled significantly. What rpgs do you play that consistently offer a challenge
User avatar
Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Fri Jun 22, 2012 4:11 am

Its not a problem with the game, its a problem with the user. Which is sad, because if the leveling system got any more basic the game would be a full on Action/slasher.
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Thu Jun 21, 2012 10:54 pm

Morrowind, the game that your avatar stars in, fallout, Numerous other rpgs that offer little to no challenge in later stages when your characters are leveled significantly. What rpgs do you play that consistently offer a challenge

I've played nearly every Final Fantasy, Contact, Legend of Dragoon, Valkyrie Profile, Super Mario RPG, Mario & Luigi, Xenogears, many of the Atlus StratRPGs, a few Breath of Fires, a few Fire Emblems, one of the Dragon Warriors, etc, etc.

All of them have some challenge throughout the entire game.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Thu Jun 21, 2012 11:44 pm

Didnt mean for this to become a discussion about the Leveling system, but that's always a talk worth having.

BTW please remember that I usually can kill everything easily, but out of the blue I get 1 shotted here and there. i just find that inconsistent and somewhat annoying. Not in a true sense of the world, challenging.
User avatar
Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Fri Jun 22, 2012 2:02 am

Its not a problem with the game, its a problem with the user. Which is sad, because if the leveling system got any more basic the game would be a full on Action/slasher.

I hope you aren't implying any other Bethesda game had a complex leveling system. If anything, Skyrim is the most advanced. Even Daggerfall boiled down to "Grind and be like everyone else".

And Daggerfall did Draconic language FURST AMIRITE?!!??!?!?!?
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Thu Jun 21, 2012 10:03 pm

I hope you aren't implying any other Bethesda game had a complex leveling system. If anything, Skyrim is the most advanced. Even Daggerfall boiled down to "Grind and be like everyone else".

And Daggerfall did Draconic language FURST AMIRITE?!!??!?!?!?

LEAVE DAGGERFALL ALONE! :cry:

In all seriousness though, I would prefer Skyrim with no level scaling at all. I'm using a mod for it right now and it works wonderfully.
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Fri Jun 22, 2012 10:16 am

LEAVE DAGGERFALL ALONE! :cry:

In all seriousness though, I would prefer Skyrim with no level scaling at all. I'm using a mod for it right now and it works wonderfully.

I'm still up in the air on that call. New Vegas, the most recent "Non scaled" RPG is really boring from a combat perspective. In cases where they actually scale enemies, they blunder almost as bad as Oblivion. (Most notably, Old World Blues).

So I really have to take a non-stand, and say, properly designed, both options are equally viable, but neither option is truly the be-all end-all answer. The only thing I would really change in Skyrim, is have all NPC enemies non-scaled and named. Pretty much just ripoff Morrowind vanilla with a longer difficulty curve.
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Thu Jun 21, 2012 8:53 pm

I'm still up in the air on that call. New Vegas, the most recent "Non scaled" RPG is really boring from a combat perspective. In cases where they actually scale enemies, they blunder almost as bad as Oblivion. (Most notably, Old World Blues).

So I really have to take a non-stand, and say, properly designed, both options are equally viable, but neither option is truly the be-all end-all answer. The only thing I would really change in Skyrim, is have all NPC enemies non-scaled and named. Pretty much just ripoff Morrowind vanilla with a longer difficulty curve.

again, i'm no programmer, but, couldn't they have just kept it exactly as it is, but, continue to keep adding new enemies as the pc levels up?

the biggest problem is, obviously, that enemies stop leveling with our pc AND there are no new, high level enemies (with some scaling also) introduced as we continue to level.

i guess my question is: why did they stop by putting a cap on the enemy levels and combine it with no new enemies (with scale or without)??
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Fri Jun 22, 2012 5:14 am

again, i'm no programmer, but, couldn't they have just kept it exactly as it is, but, continue to keep adding new enemies as the pc levels up?

the biggest problem is, obviously, that enemies stop leveling with our pc AND there are no new, high level enemies (with some scaling also) introduced as we continue to level.

i guess my question is: why did they stop by putting a cap on the enemy levels and combine it with no new enemies (with scale or without)??

Good question.

My pessimistic answer is: They got lazy.

My optimistic answer is: They were responding to complaints that players never felt like they "Got stronger".
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Fri Jun 22, 2012 7:20 am

that's a great way of describing not having degradation and it is dead-on accurate.

it's just a bonus and not actually armor as it should be. it highlights the faulty skyrim system.

though, of course, many will side-step the issue and just call it my opinion.

This is not a thread to discuss the merits of an armor degrade system, but if the equipment you wear enables you to take less damage from attacks, it is call armor. Not "armor-like bonus", just armor. Any form of argument would just be sophistry.

As for the original topic, there is indeed a surprise spike in difficulty from the Ebony Bow Dragur and Brairhearts. They are both easily defeatable with paralyze if it helps. Their rewards, ebony bow and brairhearts, are relatively valuable if that is any consolation.

However your argument about the non-changing nature of combat simply means you have not used the expanded options available to you at higher levels. Namely spells and shouts.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Fri Jun 22, 2012 12:57 pm

A well documented problem.

Quote

http://www.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem

The fact that monsters and other enemies level up at the same time as your character leads to the "leveling problem". If you make poor choices in leveling up, your character will become relatively weaker than the monsters as your level progresses. Therefore a given situation in the game will become harder rather than easier, even though you would expect the same situation to be easier for higher-level characters.


It isn't as bad as Oblivion, their names change at least.


Is this a problem?

You make bad decisions, you lose.

Is that not what games are all about?
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Fri Jun 22, 2012 2:15 am

again, i'm no programmer, but, couldn't they have just kept it exactly as it is, but, continue to keep adding new enemies as the pc levels up?

the biggest problem is, obviously, that enemies stop leveling with our pc AND there are no new, high level enemies (with some scaling also) introduced as we continue to level.

i guess my question is: why did they stop by putting a cap on the enemy levels and combine it with no new enemies (with scale or without)??

They could not because:

1. They want to reserve a higher level rating for boss enemies. It will feel extremely silly to have to face Super Master Death Overlord and Uber Bandit Chiefs at 81 level. Why is Alduin supposed to be a threat again? Just send in a few 81 level Riften Guards.

2. Illusion spells if not adjusted, becomes suddenly unusable. If adjusted, becomes overpowered at low levels.

3. Expansions.

4. At 50 level, you should be 100 in 3 or 4 primary skills. You do not actually grow any more powerful even if you went ahead and grind out the rest of the skills to level 81. You just get more options. Should enemies continue to grow linearly, they actually grow faster than you do. That means you are relatively weaker at 81 than at 50.

While this would not be a problem for the Role-playing crowd, it will certainly displease the "Powergaming" (if such a word can be used for a single player game) or, as I would like to call it, the Perfectionist crowd.
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Fri Jun 22, 2012 5:52 am

I just don't like the extreme lengths bethesda went to just to scale Skyrim. The did scaling in Fallout 3, but just barely. Now it seems as if there's no incentive to level up if your enemies just get stronger.
User avatar
Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Fri Jun 22, 2012 1:18 pm

I just don't like the extreme lengths bethesda went to just to scale Skyrim. The did scaling in Fallout 3, but just barely. Now it seems as if there's no incentive to level up if your enemies just get stronger.

they do get stronger. the problem is that the enemies either stop leveling or the game fails to introduce higher level enemies that only appear as the pc levels up.

the game becomes easy way too soon on master.

the problem isn't being unable to become all-powerful.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Fri Jun 22, 2012 1:18 am

Is this a problem?

You make bad decisions, you lose.

Is that not what games are all about?
The author refers to these as "poor choices" in retrospect to the bad effects of level scaling since you will become incrementally worse if you don't powerlevel. I can write a book about the illogical effects of level scaling.

Without level scaling, "bad decisions" would stay and even amplify but instead they would be fair and logical.
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

PreviousNext

Return to V - Skyrim