The computer is a cheating bastard, why master difficulty is

Post » Wed Jun 06, 2012 11:36 am

Well kiting is normally the term used when your manouvering while attacking a target from range, but is also used for breaking away from melee engagements and then attacking again in a more favourable position repeatedly. Its used a lot by MMO and RTS gamers.

Kiting is usually the term used on non-twitch games (MMOs, RTS, Dragon Age 2, etc.). Footwork is a more appropriate term for what goes on in Skyrim. Something many people fail to utilize.
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Wed Jun 06, 2012 9:19 pm

maybe you should turn down the difficulty instead of whining about it. your character is obviously not ready for it yet
This, master dificulty is for two groups of people: 1 the ones who want an serious challenge and 2 the one who powergame like using alchemy, smithing and enchant to create overpowered gear.
You don't have to play on master, I don't, it's hard for an reason.
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Wed Jun 06, 2012 9:03 am

I think the problem is you...

you jumped on master thinking it was the same as easy and attacked dwemer centurion at level 1
guess what ... you can t do that. got to be more carefull

( the first "miniboss" you will encounter in Skyrim on a usual play-through is the big spider in bleak falls barrow)

well, NO

you see that s what I was saying, you think you are on easy and go warp speed on the main quest

guess what

NO

do not do that

you need to start easy, equip yourself, get supplies

suddenly you are happy to do some misc radient quests

suddenly the thieves guild quests (or winterhold, or jorvaskar) seems so interesting

suddenly the house in whiterun don t seems that cheap,
and the houses in markath or riften seems a lot easier to get

NOW

bad news is after level 30 or so, after you go beyond the danger point and can keep up with most attack,
you hit a threshold where it s no longer challenging

Skyrim has a defect, as you so clearly stated, skyrim difficulty settings svck
First the difficulty isn t fixed, you can change it anytime
this svck because you could have had achievemts that made sense
like finish dungeon xyz in difficulty xxx

It doesnt have any of the fancy stuff in diablo II
like
-increased monster density at higher difficulty
-lowered player resist
-increased monster resist
-increased number of miniboss and specials
-special abilities and properties for miniboss and specials and their minions

just imagine hags end with a barage of 10 high end forsworn archers
(actually I meant the redoubt just before hags end)
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Wed Jun 06, 2012 4:21 pm

Ill never play Master difficulty. I never thought ES games should be challenging to the point of having to constantly drink health potions and get a beating from the weakest of bandits and creatures. If i want an arcade style challenge ill look elsewhere. If i take on a bandit chief and my healthe gets reduced by 3/4 thats challenging enough for me, i dont need to die 30 times and hope i can drink that 15th potion before im killed
User avatar
JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Wed Jun 06, 2012 10:26 pm

Here is a way I played Skyrim, at an even higher difficulty than Master. I started the game on Master and never took any perks.
I play blindfolded and have someone sitting next to me scream out, "Monster on the right!! No! Other right!!!"
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Wed Jun 06, 2012 8:04 pm

Have you considered..... lowering the difficulty.

Some of us don't mind the unrelentlessness force of master level. :)
User avatar
Sophh
 
Posts: 3381
Joined: Tue Aug 08, 2006 11:58 pm

Post » Wed Jun 06, 2012 4:45 pm

Hate to be the bearer of bad news but... that's exactly how Oblivion's difficulty slider worked. Only in Oblivion it was a slider and here you have specific settings containing specific numbers. For example, in the Master difficulty setting the player deals 1/2 damage to enemies and takes 2 times more damage from enemies.

If a strike from a player to an enemy deals 10 damage on Adept, it deals 5 damage on Master.
If a strike from an enemy to a player deals 10 damage on Adept, it deals 20 damage on Master.

Just educating the mislead masses.
Right.

It made conjuring OP since the daedra scaled with the other NPCs.
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Wed Jun 06, 2012 5:40 pm

Right.

It made conjuring OP since the daedra scaled with the other NPCs.

I wouldn't say OP compared to other intricate things like Spell Making, however, it made them a far better choice over other choices because while everything else was hit by a handicap, your summons were not. I'm not sure if it still works that way, but I imagine it does.
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Wed Jun 06, 2012 5:30 pm

I've been playing the game on master difficulty for a while now, because I enjoy a challenge, and I think it's much easier to judge the balance of a game when you pit various play styles against the toughest possible scenario, as opposed to an easy one. (For example, lots of people maintain that shields are useless and melee is easy because they play on easy difficulties, where your armor easily does all the work, or that destruction magic is overpowered, because on easy difficulties it burns through any number of foes with ease)

The issue I see with Master difficulty is that the way the difficulty is raised in the game is in the absolute lamest, most unimaginative, and cheesy way possible. All the game does is simply increase the damage and hitpoints of enemies, in many cases to an absurd degree.

This leads to two things happening:

1. Enemies can shrug off blows like they are nothing, you can smack them with a power attack from a great hammer and they just don't really care all that much, it takes a couple millimeters off their life bar, but they keep right on rolling. That completely screws up the game however, because it destroys the way a lot of mechanics work. For example, shield bashing someone to open them for a flurry of attacks - useful if the enemies is gravely wounded as a result, pretty much pointless if they still have a mountain of HP left, but it still costs a good chunk of your stamina. Using Fus Ro Dah on an enemy is even significantly cheapened by their inflated hitpoints, because while lying on the floor helpless for a few seconds might be a big deal in regular difficulty, on master difficulty the enemies will simply get back up and keep fighting, since they can take a couple dozen wacks from a decent weapon.

2. Enemies do insane ammounts of damage. This is also gamebreaking in a lot of ways. For example, the first "miniboss" you will encounter in Skyrim on a usual play-through is the big spider in bleak falls barrow. It has a poison attack. Poison attacks ignore armor and blocking. On regular difficulty this spider is a pretty mean foe, no doubt, but on master difficulty it's one bite and you're dead. The only way to survive its poison attack is to instantly pause the game and throw half a dozen health potions in your mouth. The same is true for dragon breath, enemy mages, and high end enemy fighters as well. They end up doing so much damage that your defenses become meaningless.


The result of those changes are that certain play styles become infinitely more potent than others. Stealth becomes incredibly powerful, since the enemies are no better at detecting you. Conjuration becomes an easy way to avoid taking blows, and of course all the various cheese and exploits with alchemy, smithing and enchanting can easily turn master difficulty back into a cakewalk.


I think it's a shame that the difficulty setting in Skyrim are so uninspired. Sure, they make for much harder fights, trying to play through master difficulty as an unsubtle fighter without ludicrously enchanted gear is damn near impossible, since every other enemy takes a minute long beating to kill and can do more damage to you through your shield than you can do to them with a well placed hit. Ultimately the difficulty setting utterly fails at making things more difficult in all areas though. The vendors have the same prices, locks are equally easy to open, enemies are still unable to detect a semi competent stealther.

I really hope Bethesda will take a look at the difficulty setting and reevaluate how they work. Master Difficulty should be more than just making fights absurdly hard for characters that aren't made of cheese and lols, it should make the whole game harder. Bribes should be steeper, vendors prices harsher, locks harder to pick, enemies harder to trick. Playing through master difficulty should mean that skills are more meaningful as a whole, not that everything is skewed towards characters with high DPS and avoidance. If you want to be rich on Master difficulty you should have to invest in some merchant perks or lockpick skills for example. Every individual aspect of the game that is confronted by a skill should be harder to some degree, not one singular aspect that is best confronted by only a hand full of skills harder by an insane amount.

Perhaps we can get the moders on creating a "Genuine Challenge Mode" and not just an "Inflated Enemy Numbes Mode".

I agree that the difficulty could have been a bit more interestingly done but I play on master dead is dead and I think the game is amazing. Tat first spider can be killed by dodging its attacks and going infor a quick stab. Watch my stream plz and you will get some ideas on how to survive master. I have beaten the main quest and several dragon priests with one character. He got to lvl 31 and died to an elder dragon. Boo.
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Wed Jun 06, 2012 10:38 pm

This, master dificulty is for two groups of people: 1 the ones who want an serious challenge and 2 the one who powergame like using alchemy, smithing and enchant to create overpowered gear.
You don't have to play on master, I don't, it's hard for an reason.

3: People who think it's something worth bragging about on the forums.

1 is arguable though, like many others, I find master difficulty doesn't provide a serious challenge, it just makes enemies absurdly durable and makes combat a comical affair of exploiting the game's poor AI or various overpowered skills to circumvent the absurd health and damage of enemies. Master difficulty is quite the opposite of serious for me, it just exacerbates the flaws of Skyrim's poor combat system.
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Wed Jun 06, 2012 11:04 pm

3: People who think it's something worth bragging about on the forums.

1 is arguable though, like many others, I find master difficulty doesn't provide a serious challenge, it just makes enemies absurdly durable and makes combat a comical affair of exploiting the game's poor AI or various overpowered skills to circumvent the absurd health and damage of enemies. Master difficulty is quite the opposite of serious for me, it just exacerbates the flaws of Skyrim's poor combat system.

Disclaimer: Since you didn't elaborate, I'll go ahead and make some assumptions. If you're not okay with these assumptions, please go ahead and make your posts more thorough next time.

Anyhow, here we go. I find it funny when people think that it's somehow considered exploiting the AI when players just don't sit there and mash their buttons hoping for the best. Much like with humans, there are things called strategy, tactics, skill, execution, etc. and all of these are a far cry from exploiting the game's poor AI as you would put it.

And the absurd health that you're claiming is just 2x the health of that of which is normal. That's a far cry from absurd health if I ever heard one. Toodleoo.
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Wed Jun 06, 2012 9:22 pm


Disclaimer: Since you didn't elaborate, I'll go ahead and make some assumptions. If you're not okay with these assumptions, please go ahead and make your posts more thorough next time.

Anyhow, here we go. I find it funny when people think that it's somehow considered exploiting the AI when players just don't sit there and mash their buttons hoping for the best. Much like with humans, there are things called strategy, tactics, skill, execution, etc. and all of these are a far cry from exploiting the game's poor AI as you would put it.

And the absurd health that you're claiming is just 2x the health of that of which is normal. That's a far cry from absurd health if I ever heard one. Toodleoo.
Getting enemies stuck on terrain is not exactly an achievement of the player, it's a failure of the game. Killing enemies with summons that they almost automatically attack instead of you isn't hard either. Hit and run against enemies that won't chase you beyond a certain distance is also pretty simple. Using abilities that completely incapacitate enemies for long periods of time, which they cannot counter in any way...well that's obvious. And so on and so on. Certainly, these are things that could technically be considered tactics, but they're not rewarding or challenging, you're simply taking advantage of bad AI and you know it. The nature of the kind of AI used in video games means it can always be taken advantage of, the difference though is that good AI makes it fun, provides some degree of challenge, and is more effective at masking its limitations. Bad AI is, well, like Skyrim - obvious, predictable, easy to exploit.

"Absurd health" might be a simplification but that's how it actually feels like in practice, regardless of the mathematics behind it. It's absurd health relative to damage you deal. It takes more than 2x the number of strikes it does on normal to kill a master difficulty enemy.
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Wed Jun 06, 2012 7:47 am

Getting enemies stuck on terrain is not exactly an achievement of the player, it's a failure of the game. Killing enemies with summons that they almost automatically attack instead of you isn't hard either. Hit and run against enemies that won't chase you beyond a certain distance is also pretty simple. Using abilities that completely incapacitate enemies for long periods of time, which they cannot counter in any way...well that's obvious. And so on and so on. Certainly, these are things that could technically be considered tactics, but they're not rewarding or challenging, you're simply taking advantage of bad AI and you know it. The nature of the kind of AI used in video games means it can always be taken advantage of, the difference though is that good AI makes it fun and is more effective at masking it's limitations while bad is, well, like Skyrim - obvious, predictable, easy to exploit.

"Absurd health" might be a simplification but that's how it actually feels like in practice, regardless of the mathematics behind it. It's absurd health relative to damage you deal. It takes more than 2x the number of strikes it does on normal to kill a master difficulty enemy.

That's funny, because you didn't really mention anything in particular that I had in mind. I was thinking more along the lines of timing, movement, learning enemy attack patterns, being aware of your surroundings to further supplement your footwork as to not run into something and get stuck, consistent execution, versatility, etc. You're not exploiting the AI if you're doing something besides participating in a stand-still turn based style of combat, you're just playing the game.

Seriously, nearly every Youtube video I've seen of Skyrim combat consisted of players just standing in front of their enemies without utilizing any movement what so ever and then spamming their attack key while getting hit countless times unnecessarily. Forget using footwork. Forget using block. Forget using distance. Forget learning enemy attack ranges and your own attack range. Forget playing the game, just mash your buttons with your super awesome gears yo!

PS. In practice it doesn't feel like absurd health at all, that is unless if you don't have something to compare it to. If you only ever play Master and are lacking in some areas you might think, Oh hey, I bet Adept is much easier than this! It's not. Compared to Oblivion where you would do 8 TIMES less damage and receive 8 TIMES more damage, Skyrim's Master difficulty setting is nothing. Now that was a severe case of absurd health. Skyrim is no where in the same ball park.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Wed Jun 06, 2012 9:30 pm

I wouldn't say OP compared to other intricate things like Spell Making, however, it made them a far better choice over other choices because while everything else was hit by a handicap, your summons were not. I'm not sure if it still works that way, but I imagine it does.
It does.

By the way, here's where the 'absurd' descriptor is coming from as it regards opponent HP on Master:

Opponent health is doubled
Player damage is halved

Result? Four times as many hits (barring criticals) needed per opponent. Can be multiplied up to twice that or more in some circumstances (usually bosses, but not always). When you go from needing 5 strikes to needing 20+, it can feel pretty absurd, especially given that opponent damage is doubled so they need half as many hits to down you.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Wed Jun 06, 2012 5:17 pm

It does.

By the way, here's where the 'absurd' descriptor is coming from as it regards opponent HP on Master:

Opponent health is doubled
Player damage is halved

Result? Four times as many hits (barring criticals) needed per opponent. Can be multiplied up to twice that or more in some circumstances (usually bosses, but not always). When you go from needing 5 strikes to needing 20+, it can feel pretty absurd, especially given that opponent damage is doubled so they need half as many hits to down you.

How are you getting four times as many hits? I'm pretty sure you're doing the mathematics wrong. It's a player handicap, nothing more, nothing less. http://www.uesp.net/wiki/Skyrim:Combat#Difficulty_Level

So you only need to do twice as many hits. If it takes you 10 hits normally, it'll take you 20 hits in Master. Opponent health is not doubled. The only thing that happens is a handicap is put on the player. The player deals 0.5x damage and receives 2x damage.
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Wed Jun 06, 2012 8:12 pm

I agree that just lowering your damage and upping enemy damage is the cheapest, dumbest way to increase difficulty. But show me a game of this size and scope in which each enemy has successively smarter attacks and strategies for each level of difficulty. I mean, your criticism is valid, but I suspect you're comparing Skyrim to perfect games that don't exist.
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Wed Jun 06, 2012 11:54 pm

I agree that just lowering your damage and upping enemy damage is the cheapest, dumbest way to increase difficulty. But show me a game of this size and scope in which each enemy has successively smarter attacks and strategies for each level of difficulty. I mean, your criticism is valid, but I suspect you're comparing Skyrim to perfect games that don't exist.

That's the point that many people fail to grasp. They set the standard for Difficulty settings to a game that isn't anywhere near the scope of Skyrim's scale. A linear hallway shooter, even. It's a lot easier to implement varying difficulties in a game that is of a much smaller scale and that is much more linear than Skyrim. O.o
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Wed Jun 06, 2012 2:39 pm

Getting enemies stuck on terrain is not exactly an achievement of the player, it's a failure of the game. Killing enemies with summons that they almost automatically attack instead of you isn't hard either. Hit and run against enemies that won't chase you beyond a certain distance is also pretty simple. Using abilities that completely incapacitate enemies for long periods of time, which they cannot counter in any way...well that's obvious. And so on and so on. Certainly, these are things that could technically be considered tactics, but they're not rewarding or challenging, you're simply taking advantage of bad AI and you know it. The nature of the kind of AI used in video games means it can always be taken advantage of, the difference though is that good AI makes it fun, provides some degree of challenge, and is more effective at masking its limitations. Bad AI is, well, like Skyrim - obvious, predictable, easy to exploit.

"Absurd health" might be a simplification but that's how it actually feels like in practice, regardless of the mathematics behind it. It's absurd health relative to damage you deal. It takes more than 2x the number of strikes it does on normal to kill a master difficulty enemy.

There are ways to play the game tactically without resorting to cheezy tactics, for instance you can 'hit and run' in away that still puts you in danger, you can use calm spells for crowd control when you run into a group that would otherwise tear you up etc. I think part of your criticism is correct, and every TES games deserves some criticism in this department, but honestly Skyrim is light years beyond either of the previous titles, and I think that for an open-world game it does fairly well.

If you compare it to something like Dark Souls..obviously there is no competition there, but I think for the kind of game Skyrim is the enemy AI is ok.
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Wed Jun 06, 2012 2:08 pm

For example, the first "miniboss" you will encounter in Skyrim on a usual play-through is the big spider in bleak falls barrow. It has a poison attack. Poison attacks ignore armor and blocking. On regular difficulty this spider is a pretty mean foe, no doubt, but on master difficulty it's one bite and you're dead. The only way to survive its poison attack is to instantly pause the game and throw half a dozen health potions in your mouth.

If you block with Spellbreaker, you can actually completely block the Poison spit.
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Wed Jun 06, 2012 8:25 am



Achievement Unlocked: Unrealistic Expectations Lead To Disappointment

It was stated well before the game was released that the difficulty settings would only effect combat. I believe it's even stated in the manual.

Oh, they said ahead of time it would be bad? Guess it's fine then.
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Wed Jun 06, 2012 2:43 pm

People complaining that difficult settings are difficult. Ok, now I've seen it all.
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Wed Jun 06, 2012 4:21 pm

People complaining that difficult settings are difficult. Ok, now I've seen it all.

Someone being deliberately obtuse. Yeah, seen that before.
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Wed Jun 06, 2012 3:30 pm

Yeah sure. You know, it's called Master difficult setting for a reason. It's bloody difficult at lowest levels and easier at higher levels. I honestly can't tell what's wrong with it, I've already played 3 completely different characters at Master and every time it was the same playthrough, just about everyone can beat the crap out of you until you are powerful enough to annihilate even the toughest dragon. Not sure what you people are talking about, the difficulty settings works just as intended :shrug:
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Wed Jun 06, 2012 3:41 pm

Oh, they said ahead of time it would be bad? Guess it's fine then.

Someone being deliberately obtuse. Yeah, seen that before.
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Wed Jun 06, 2012 8:21 am

Not sure what you people are talking about, the difficulty settings works just as intended :shrug:

The ultimate point isn't that the difficultly is too hard or too easy, it's that it's too uninspired. Like how in RTSes where the harder difficulties the computer starts cheating instead of doing anything else better.

Someone being deliberately obtuse. Yeah, seen that before.

You can claim it would be too...difficult... to make genuinely difficult encounters for Skyrim, but whether that's true or not is irrelevant.
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

PreviousNext

Return to V - Skyrim