The computer is a cheating bastard, why master difficulty is

Post » Wed Jun 06, 2012 2:53 pm

They need to bring back those old school customable difficulty screens with dozens of options and sliders and whatnot. A single slider doesn't cut it for most games, let alone a game as complex as TES.
This would be fantastic if implemented in the game.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Wed Jun 06, 2012 12:35 pm

The more I think about it, they should have broken down the difficulty slider into several adjustable parameters. What really makes master difficulty so skewed is that the length of the battles goes up alongside the lethality of battles. If you're someone who enjoys sword and board fights, blocking, trading blows, just a furious back and forth and you find yourself disappointed by how quickly enemies go down in regular difficulty you want to slow down the pace of the game, and give enemies more HP to get a better challenge, on the other hand, if you're an assassin and you feel that there is no challenge because when you get discovered you can kill everyone in the room regardless, not even needing to be stealthy then your issue is that the game has lacking lethality. The segment of people that are looking for a challenge from the game that goes beyond just combat are completely left without something to go on right now. The current difficulty sets resilience of enemies alongside with their lethality, so anyone who's only interested in one of the two gets screwed by the other.

So there really should be three sliders:

1. Resilience - A slider that adjusts the HP of the enemies up or down. This is for players who want fights to last longer because they enjoy really getting their milage out of blocking, dodging, using wards etc.
2. Lethality - A slider that adjusts the damage of enemies up or down. This is for players who want to have to be more careful and methodical because a mistake can easily kill you.
3. Scarcity - A slider that adjusts loot tables, vendor prices, availability of craft resources on vendors, lockpick difficulty, speechcraft difficulty etc. This is for players who enjoy a game where getting good items is hard.

With those three sliders players could fine tune the difficulty setting of their game a lot more sensibly. For example, on my sword and board warrior I'd probaply play with a high Resilience setting, but a low Lethality setting, because I really enjoy the whole blocking and dodging in melee fights, but on regular difficulty they end way too quickly, but on master difficulty the enemies do so much damage that trying to block a blow is rarely a good idea. On my mage I'd probaply play with a high Scarcity setting, and a somewhat elevated Lethality, so that if enemies get through my summons, illusions and other spells to attack me directly it's dangerous, but doesn't result in one-shots, while at the same time with less high end loot in the world playing a robe wearer will be more rewarding.
User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Wed Jun 06, 2012 6:48 pm

Good post, Ebethil.
-Loth
User avatar
M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Wed Jun 06, 2012 1:46 pm

You waterer!
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Wed Jun 06, 2012 2:05 pm

nice post
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Wed Jun 06, 2012 9:58 am

Its whats termed as "Fake Difficulty", more or less. You do half damage, Enemies do double (Which breaks horribly when dealing with fixed damage amounts like Destruction)..

A real difficulty would trigger enemies using perks, or wider spell selections, or potions. Legitimate skills for them to have, that would put them n a more even footing with the player.
Or alternatively, increase enemy numbers somewhat, or balance out groups more with ranged/mages.
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Wed Jun 06, 2012 2:20 pm

Im having no trouble surviving on master. My thief is level 45 and played master exclusively. I dont have uber gear, just equipment Ive found and upgraded a bit. I dont use enchanting or alchemy, and I havent perked Smithing except for steel smithing and arcane smith so I can still upgrade those found items.

Instead of complaining about it, how about you learn to play the difficulty. If its to hard for you turn it down.
HERP DERP
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Wed Jun 06, 2012 1:17 pm

So there really should be three sliders:

1. Resilience - A slider that adjusts the HP of the enemies up or down. This is for players who want fights to last longer because they enjoy really getting their milage out of blocking, dodging, using wards etc.
2. Lethality - A slider that adjusts the damage of enemies up or down. This is for players who want to have to be more careful and methodical because a mistake can easily kill you.
3. Scarcity - A slider that adjusts loot tables, vendor prices, availability of craft resources on vendors, lockpick difficulty, speechcraft difficulty etc. This is for players who enjoy a game where getting good items is hard.


Very good idea. I can only imagine how much better this would make the game.
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Wed Jun 06, 2012 12:10 pm

The difficulty isn't great..but it's MUCH, MUCH better than Oblivion or Morrowind with the slider all the way up, not even comparable.

Master difficulty definitely is much easier with a stealth character though..nothing new there though, as assassin in Oblivion was ridiculous as well, just slightly gimpy early on.
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Wed Jun 06, 2012 3:49 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.
User avatar
Bambi
 
Posts: 3380
Joined: Tue Jan 30, 2007 1:20 pm

Post » Wed Jun 06, 2012 5:44 pm



hardcoe gamers will never be satisfied because it goes against their "Take the hard-road" nature, otherwise it would be too easy! Like adrenaline junkies they thrive on the thrill of surviving and facing insurmountable odds... and stroking their [censored] on the forums with it That said, I can see where the OP is coming from, instead of whacking endlessly at a wall with 2000 HPs, why not tweak this Marvelous thing called "Radiant AI" and up the NPC's block, Power attack, and dodge percentage instead? And do not take this as a crack against non-hardcoe players as I simply feel that no one should tell anyone how to play the game that they just bought! (Proudly playing on Adept!)...And yeah, color me a Beth-Devote as well! :biggrin:

Fixed for you.
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Wed Jun 06, 2012 10:21 am

I hit, manouver, hit, manouver, strike hard, manouver...... see the pattern?

In a word ; Kiting tactics. Any player worth his salts knows how to kite.

Pretty much how I fight too as a warrior, you have to. sometimes though you still have to just run away.

Didn`t know it was called kiting. I call it hit and run.
User avatar
Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Wed Jun 06, 2012 12:26 pm

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.
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Wed Jun 06, 2012 10:07 am

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'm pretty sure it was made very clear that difficulty levels would only effect combat. Furthermore, it just sounds like you're crying about the game in general because Master difficulty only makes you take 2x damage and you do 1/2x damage. So essentially what I'm trying to get at is... if you're svcking this much at Master difficulty, chances are that you'll svck nearly as much in Adept, the default difficulty.

You have to have some epic unrealistic expectations if you expect a game of Skyrim's scale to have well thought out and well fleshed out difficulty settings.
User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Wed Jun 06, 2012 7:59 am



http://skyrimnexus.com/downloads/file.php?id=1269 may be just the mod for you, OP. Sorry if it's already been linked, only read the OP.
It basically attempts to increase the difficulty level of Skyrim via AI tweaks, quantity and placement of NPCs, and certain bonuses, such as chances for NPCs to spawn with heal potions.



It's also modular if you find yourself disliking certain components of the mod.
User avatar
KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Thu Jun 07, 2012 12:05 am

I am so awesome that I play on master with no clothes and just a dagger. :biggrin:

Seriously though, chipping away at every enemy like it's a tree isn't what I call fun. But to each his own. What I really wonder is why people like to save and load all the time. There is no challenge in master if that's what is done all the time.

Playing hardcoe (no loading after death) on normal or expert is more interesting. But what I wish Beth would do is just increase the spawns #'s to increase difficulty. Why do they not do that? Probably PS3 can't handle it.
User avatar
Adam
 
Posts: 3446
Joined: Sat Jun 02, 2007 2:56 pm

Post » Wed Jun 06, 2012 9:34 am

Not if Bethesda made the combat actually good like Dark Messiah was. That game puts Skyrim to shame. Honestly, more you play Skyrim and go back to games like Gothic 3, more you realise just how bad Skyrim is in it's game mechanics.

I always love it when people bring up Dark Messiah. They put that game up on a pedestal in regards to combat when in reality, the core melee combat is weak and the general combat is a physics gimmick. Skyrim's core melee combat is easily much better than Dark Messiah's combat.
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Wed Jun 06, 2012 10:59 am


I always love it when people bring up Dark Messiah. They put that game up on a pedestal in regards to combat when in reality, the core melee combat is weak and the general combat is a physics gimmick. Skyrim's core melee combat is easily much better than Dark Messiah's combat.

Yeah I remember Dark Messiah. Basically, the game is just "you cannot be throwed anywhere, but you barely blow on the enemy and they go flying in a trap that's conveniently placed on EVERY wall you see
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Wed Jun 06, 2012 3:29 pm

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.

Oblivion was a challenge from start to finish? What? In what world? Surely you can't be speaking about vanilla Oblivion.
User avatar
meghan lock
 
Posts: 3451
Joined: Thu Jan 11, 2007 10:26 pm

Post » Wed Jun 06, 2012 11:21 pm


Oblivion was a challenge from start to finish? What? In what world? Surely you can't be speaking about vanilla Oblivion.

Yeah, the only game I know where you see an enemy in a FULL suit of the best armor in the game, and you don't even want to be cautious because you know it'll be easy
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Wed Jun 06, 2012 2:51 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.



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. In any case, you're definitely using some heavy exaggeration because mathematically speaking, there's only a 2x difference. You take twice as much damage and do half as much damage. Compared to Oblivion's difficulty slider at the max, it's much more manageable and far less tedious.

As for your Mass Effect 2 claims of Insanity... Um, you should just go check out the countless Youtube videos of countless people playing Insanity successfully with countless different builds and classes. Come on now. And please don't even begin to compare Mass Effect 2 to Skyrim. o.O

In any case, that last statement is laughable. You're saying that Master difficulty only comes to haunt you if you're not any good in combat... well, that's the point, no? Considering the difficulty setting only changes combat. Considering that is the intent. Considering it was stated well before the game was released that it was the intent. Considering the scale of Skyrim that it would probably be very unlikely that it would contain anything else in it's difficulty setting.

Let me ask you a question... What game the scale of Skyrim has fleshed out difficulty settings? Difficulty settings that change AI behavior and spawn placement. Spawn numbers. Loot changes. . Let me answer that for you. No game.
User avatar
u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Wed Jun 06, 2012 1:15 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.

While it is true to an extent, there is some heavy ignorance going on. You're only ever going to get "instant KO'd", as you put it, is IF the enemy can damage you for huge amounts of damage in a single hit and is capable of executing finishing moves (Humanoids, like an Orc or a Dremora). If that's the case, you probably shouldn't be attempting to fight said enemy in the first place or expect fatal results.

It's only noticeable if you're facing something that's extremely way out of your league.

PS. The same way you NPCs can "instant KO" you, you can do the same provided you're the impossible odd as opposed to the NPC being the impossible odd.
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Wed Jun 06, 2012 11:16 am

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.
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.

Spawning more enemies outside shouldn't be a problem, but in dungeons, enemies often spawn from specific areas like caskets, especially draugr. Changing the difficulty setting on the fly would be near impossible in closed dungeons.
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Wed Jun 06, 2012 10:49 am

The difficulty slider is actually an improvement over Oblivion. What it actually does in Skyrim is amplify NPC damage output, and reduce PC damage output. This means all NPCs get the bonuses, so companions and summons aren't gimped, while your character is.

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.
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Wed Jun 06, 2012 5:11 pm

Basically the AI/NPCs don't have to be drastically different on higher difficulties to have a big effect on how the game feels, so to me it is almost inexcusable that game companies still fall back on this hit point sink, increased damage tactic.

Inexcusable? Oh please. That's like if I said that it's inexcusable for Mass Effect 2 to not have a sandbox open world gameplay. You do realize it's much easier to make difficulty settings for a game that's linear and that has stages and levels as opposed to a big sandbox open world? o.O

A better comparison for combat, AI, and things of that nature would be Gears of War and Mass Effect 2. O.o ... o.O ...
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

PreviousNext

Return to V - Skyrim