The computer is a cheating bastard, why master difficulty is

Post » Wed Jun 06, 2012 8:03 am

I like Skyrim, but I agree that the way the difficulty is tuned up is a little daft. Since it is so simplified it only rewards very specific combinations of perks and skills.
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..xX Vin Xx..
 
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Post » Wed Jun 06, 2012 8:50 pm

I play on Master after I hit about 25 + levels once the game starts to get too easy. I start on Expert. I agree with the OP completely. It is so uncreative and I hate that the game forces me, the player, to balance my gameplay in that order I don't break the game. They should've really put some limitations on crafting skills. I never thought I'd say this, but I miss Oblivion's enemy level scaling now. The game was a challenge from start to finish. I wish they just put more enemies for higher difficulty levels if nothing.

I am hoping that once CK gets out we will get some great overhauling mods like it was with Oblivion (Obscuro's for example).
1. They should not limit crafting skills. Some of us actually enjoy them. You have to try to level smithing.
2. Did you really just say you miss level scaling? It didn't make anything a challenge. It just made leveling up pointless.
3. You don't play TES for the challenge. So no [censored] its not going to be challenging.
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Darlene Delk
 
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Post » Wed Jun 06, 2012 5:37 pm

You are defensive when it comes to what you write, but when it's about the OP, you're very imaginative. In case you didn't read properly, the whole topic isn't about Master being too difficult for the OP because he's bad at Skyrim, but about the difficulty raising just a few numbers and not the game in general.

Thats not what the OPs arguements are. His bulletpoints are enemies take to much damage and dish out to much. And as said by me and others in this thread, we all agree that even without using any form of exploits, the game is still not that hard. Infact I and many others would like a higher difficulty setting, where the AI is a lot smarter as well as dishing out increased damage. And Im hardly being imaginative, I stating obvious flaws with his argument.
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Kortknee Bell
 
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Post » Wed Jun 06, 2012 5:50 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".

a simple advice:

1. if you wish for a simple breaking block maneuver from power attack and proceeds with flurry of attacks that saps their health quickly,wouldn't be the same as not changing the difficulty at all from the initial one??if you are a warrior and want to gain access to literally unlimited of power bash/power attacks between hits,try consuming vegetable soups before battle and it will grant you 11 minutes going berserk,hehehe :biggrin:

2. if you playing as a nord and stuck with the spider on bleakfalls you can:
a. use my number 1 methods, or
b. use your power that bestow fear upon your foes and unleashed your furry :biggrin:

conclusion,if in any way you want to tackle the master difficulty at some time in the future,try to come up with tactics...running from disadvantages and find more suitable position for yourself like lining up the mobs and FUS them to stagger all of them at once without worrying to be flanked for a while,and yes...no shame on running to find your advantages :smile:

try to discover how to use the most of your shouts...if unrelenting force can't do any good at your situation,try whirlwind sprint and gather your self,or try become ethereal (combined with blessing and amulet of talos at level 3 you can almost be invincible,trust me :biggrin:)...or maybe you can play with them with slow time..

there are many ways to conquer master difficulty,and above is just how i play and it served me well :biggrin:

NOTE:this is what i think it's important to survive if you're using shield
1. agent of mara (mag res)
2. lord's stone (mag res+AR)
3. elemental protection (50% block magic)
4. spellbreaker (50 points magic absorb) / shield of ysgrammor (mag res)...i prefer spellbreaker at early level ASAP
5. mag res 3/3 (alteration perk)
and you can slap your d*ck on the mages you encountered..LOL
6. if you want a follower i suggest create storm and frost atronach to help tank if you find yourself surrounded
7. IF in the future you find yourself the AI still svcks,try master difficulty + PISE mod (this mod gaves the AI not only use potions but they help their mates with healing spells,using wall,trees or rocks to cover...spawn 50% more of their numbers..i even had an elder dragon showed up when i was still level 8,LOL...)..sure smithing and enchanting will overpowered them,but at least it'll feel so far because early in the game,ti will provide more challenges,and if smithing and enchanting overpowered them,there's still advanced AI stand still between "overpowered" unless we improved ourselves along the game

happy hunting mate :D
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Monika
 
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Post » Wed Jun 06, 2012 3:27 pm

I play on expert and I used conjuration. Even on expert it doesnt pay to let enemies touch you especially the ones with the big two handed weapons.

I as a mage have uppped my resistances and now I'm currently adding mostly health only on level up so hopefully I wont be one shot killed as much.

Two summoned dremora plus a companion is pretty uber in most cases

:D
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Bethany Watkin
 
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Post » Wed Jun 06, 2012 4:38 pm

I was really surprised when I went up one level.

I expected a lot more enemies, especially in dungeons, which is the main reason I increased my level because I love dungeon crawling.

Yet, it seemed like the same number, except they had more hit points - which made the fights longer - and they hit for more damage.

I'd much rather see an increase in opponents and a moderate increase in hit points/damage.
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N Only WhiTe girl
 
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Post » Wed Jun 06, 2012 11:45 pm

I was really surprised when I went up one level.

I expected a lot more enemies, especially in dungeons, which is the main reason I increased my level because I love dungeon crawling.

Yet, it seemed like the same number, except they had more hit points - which made the fights longer - and they hit for more damage.

I'd much rather see an increase in opponents and a moderate increase in hit points/damage.

Thats what I always want on higher settings but developers never seem to go for the idea. In my perfect "insanse" difficulty, enemies are chock a block in dungeons and its a swarm nearly every time. A bit like the quest for the book at the bards college, that last bit of the dungeon with all the drauger attacking at once is what Im thinking on.
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Amy Melissa
 
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Post » Wed Jun 06, 2012 5:54 pm

You guys are forgetting that the devs wanted difficulty to be managed on the fly. That's why it's only a damage +/- slider instead of something more intricate or rewarding. I'm looking forward to mods that spawn more enemies and adjust scaling modifiers... I might even make one myself. :)

-Loth
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Wayne W
 
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Post » Wed Jun 06, 2012 6:28 pm

No we get that, however it can be set to spawn more enemies when entering the cell with the higher setting. If its to hard lowering the setting makes them as they are on adept there are just a few more of them. Changing cells with the now lower setting would reduce the number of enemies spawning. But that would require a bit of a hefty rewrite of the engine to acomplish it.
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Chris Johnston
 
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Post » Wed Jun 06, 2012 8:14 pm

I think the OP has the right idea. Many players want a bigger challenge, but they want the challenge to be fair, where the enemies follow the same rules as you. The problem isn't so much finding a way to overcome an unfair disadvantage, but is the unfair disadvantage itself.
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Liv Brown
 
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Post » Wed Jun 06, 2012 8:48 pm

Master difficulty was likely tacked on as a half hearted attempt to appease people who'd complain about lack of challenge, they didn't test it at all. It's no surprise it turned out the way it did. Combat balance regardless of difficulty is pretty bad it was likely a very low priority for them. Disappointing, since the game is full of combat, unlike some RPGs which can kind of get a pass due to being dialogue/character/story focused.
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Davorah Katz
 
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Post » Wed Jun 06, 2012 8:39 pm

Ok, first of all:

Achivement Unlocked: Missing the F-ing point.

For all those who just came in here blabbing on about how easy master is for them.


I wasn't writing about how the problem with master difficulty is that its too hard, what I was writing about was that master difficulty takes one singular aspect of the game and boosts it to absurd levels, which completely skews the entire game towards a few viable builds. Most of the game doesn't get harder at all, it's still just as easy to amass a fortune, it's still just as easy to open any lock, it's still just as easy to hide in plain sight.

The increase in difficulty is simply achieved in the wrong way. Someone said they would have preferred more enemies rather than enemies that are unrealistically strong, and that's something I can agree on. That would have made more sense.

The problem with simply scaling up the hitpoints and damage of enemies to make for a more difficult game is that it turns gameplay elements upside down. Let's take another game as an example of this, so maybe people can wrap their head around what I'm trying to say without getting lost in their fan rage.

In Mass Effect 2 if you play on the hardest difficulty the exact same thing as in Skyrim happens. All the enemies have a lot more health and do a lot more damage. This causes a big problem in that game, because it introduces situations where the enemies increased health throws you damn near impossible situations. In Mass Effect one of the tactics the designers use to throw the player for a loop every so often is by having a tough enemy start walking towards you, ignoring cover, and simply try to walk behind you. Once they have walked around your cover you're pretty much dead when you play on the harder modes in Mass Effect 2, so you have to kill them before they get there. On regular difficulties this is a challenge that can be relatively easily met, once you realize what's happening you can focus your fire on that opponent to take him out. On the harder difficulties though it becomes tricky. If it's a powerful Geth or a Krogan walking towards you with shields/barrier, armor and HP you pretty much have no chance to strip all that off with gunfire alone. The only way to kill them in time is to use the hard counters to those hitpoint types in sequence. Warp, EMP, Incinerate. While ME2 is still a great game (like Skyrim) this doesn't really make the game all that much more challenging, it just severely limits who you can take on missions, because unless you have all those skills present you're setting yourself up for a beatdown when you need them.

That's why master difficulty in Skyrim is stupid. It doesn't really make the game harder as long as you specialize in the skills that deal with the changes alright. If you're built with stealth, conjuration, enchanting and archery you probably won't have any trouble besting Master difficulty. On the other hand, there is no drawback to not having invested in Lockpicking on master difficulty, even though the game should be harder in all aspects.

That's the thing that master difficulty fails to deliver in Skyrim. The weak points of your character only come to haunt you if they are in raw DPS and avoidance, not if they are in any other area.



Not if Bethesda made the combat actually good like Dark Messiah was. That game puts Skyrim to shame.

Dark Messiah definately had some things that are awesome, nothing better than killing a guy by kicking him into a fireplace... However, as it pertains to this topic... Have you ever downloaded the last patch for Dark Messiah and tried that games extra hard mode? It's even worse than Skyrim. Enemies will survive finishers like being impaled and you have to perform several in a row to actually kill them, and as soon as you hit the orc island you are liable to get one shotted by every single enemy in the game unless you did nothing but invest in hitpoints till then.
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Nathan Hunter
 
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Post » Wed Jun 06, 2012 11:52 am

No matter what beth do, no one is happy. Hate to sound like a loyal really devoted really devoted fan, but it's true.

+1
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laila hassan
 
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Post » Wed Jun 06, 2012 7:09 pm

I don't like spelling people's names wrong(even user name) but after I read a post by that person who made the zombie mob for oblivion, about how the game decides when you're instant KO'd no matter what your means of evading the attack is, I stopped taking this game's mechanics seriously and focus on killing everything quickly as possible.
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Kitana Lucas
 
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Post » Wed Jun 06, 2012 9:28 pm

Pay attention, where did I say anything about sneaking and archery? Nowhere thats where, I stated my character was a thief, I didnt say my charactetr sneaks around 24/7 shooting everything and never getting attacked. Though yes I can do that, However my character DOES NOT. My character engages in direct combat as I said above.

The OP is just pissed that his character is crap because he didnt perk the skills properly and has crap gear.


@Above - That spider was easy, all you have to do is sidestep and retreat to the anti-room when its getting dangerous for health.

Piss off, flamer. Cynicism isn't wisdom.
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Krystina Proietti
 
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Post » Wed Jun 06, 2012 10:11 am

Everyone is so aggressive on this forum. Sometimes I think it`s a bad sign when a game makes people like this.
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D IV
 
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Post » Wed Jun 06, 2012 11:17 am

Yeah, I don't play on master i think normal is challenging enough...especially with those F***ing frost mages everywhere, I HATE them.
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SamanthaLove
 
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Post » Wed Jun 06, 2012 10:48 pm

Yea, NPC mages don't suffer the indignity of damage not scaling on spells.
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Victoria Vasileva
 
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Post » Wed Jun 06, 2012 7:54 am

Yep i stopped playing on harder difficulty levels. I am using PISE and playing at Adept level now. Overall it is like expert in challenge but it is not cheesy. I really wish they would make a game where getting hit in the head with an arrow kinda just killed you or at least took you out. Like having an archery fight where you and the other archer have both been shot like 12 times and are still not dead...just the game engine is way too simple to add any kind of meaningful challenge. The game desperately needs better AI. My advise is to try PISE and get Realistic Lighting as well. They make the game a bit more gritty and realistic. PISE removes the auto leveled loot, so the Blacksmiths don't magically have Ebony weapons for sale just because you dinged level 30.
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Catharine Krupinski
 
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Post » Wed Jun 06, 2012 3:50 pm

Yea, NPC mages don't suffer the indignity of damage not scaling on spells.

Use Balanced Magic mod by Mysty. It fixes magic in a REASONABLE way.
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Laura Mclean
 
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Post » Wed Jun 06, 2012 10:42 pm

I love how people come on here and blast the OP while completely ignoring the actual point of his topic.

You can play on Master difficulty and not die? +1 interwebz 4 u. We don't care in this thread, because thats not what it's about.
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Skivs
 
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Post » Wed Jun 06, 2012 4:13 pm

Well, it seems that "difficulty" is exactly what it means, more difficult. It doesn't mean more complex. As such, I should say it works perfectly :)

But, I get the point. I should like to see more difficulty options, there's absolutely no reason not to. Not only combat variables, but HUD, AI, magic, interactions etc. I'd like to lose the voice acting & it's limitations and have a difficulty setting where I need to interact with AI to find places instead of having a magic marker spammed onto my map.
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christelle047
 
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Post » Wed Jun 06, 2012 8:57 pm

I wasn't writing about how the problem with master difficulty is that its too hard, what I was writing about was that master difficulty takes one singular aspect of the game and boosts it to absurd levels, which completely skews the entire game towards a few viable builds. Most of the game doesn't get harder at all, it's still just as easy to amass a fortune, it's still just as easy to open any lock, it's still just as easy to hide in plain sight.

The increase in difficulty is simply achieved in the wrong way. Someone said they would have preferred more enemies rather than enemies that are unrealistically strong, and that's something I can agree on. That would have made more sense.

Increasing enemy spawns would skew things as well. AoE would become better while stealth, blocking, and archery worse. An Illusionist would just have a laugh frenzying things, while an archer or thief doesn't handle groups well.

AI is really the best way to increase difficulty. Enemies that block better, use cover, heal more intelligently, use wider variety of spells, etc. etc. would appropriately increase challenge for all builds.

Skyrim right now just doesn't have any balance to even build on though. Almost every aspect of the combat has severe issues, and balanced difficulty settings would be pretty much irrelevant when the rest of the combat is such a mess in the first place. Enemy and PC health and damage values are just all over the place, the armor system is just bizarre, skills and perks are nowhere even close to eachother when it comes to relative usefulness and/or power, etc. etc.
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Lori Joe
 
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Post » Thu Jun 07, 2012 12:02 am

I love how people come on here and blast the OP while completely ignoring the actual point of his topic.

You can play on Master difficulty and not die? +1 interwebz 4 u. We don't care in this thread, because thats not what it's about.

Yeah Master difficult is not that difficult if you adapt your gameplay to the abusrdness of it. Then of course it is more than doable...it just destroys gameplay. Smashing some chump in the face with a warhammer ought to do something. On master its like [censored].
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Kelly Tomlinson
 
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Post » Wed Jun 06, 2012 2:15 pm

Everyone is so aggressive on this forum. Sometimes I think it`s a bad sign when a game makes people like this.
*Ding*Dong*Ding*Dong*... You've won the lottery... :celebration:
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CHangohh BOyy
 
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